I've found a couple RAM Maps detailing certain video game properties at start-up. For instance: number of lives to start, character upgrades, etc.
I can edit this data at run-time using BSNES. For example, say I want the character to start with 5 lives instead of 2. At location $7E:1F80 I can easily pause/break the rom change 02 to 05 then run the rom again. And after refreshing the screen it will show 5 lives. However, $7E:1F80 is not viewable in the hex editor since it doesn't understand SNES addresses. So I use Lunar Address to find mirror address $00:2B93 (dma location not exactly 100% sure how this works as of yet). Ok so I load that new address in an assembly editor or hex editor and it reads as follows:
80A993: A9 2C LDA #$2C ;load accumulator address location 2c
80A995: AA TAX ;transfer accumulator to x
80A996: 98 TYA ;transfer y to accumulator
So when viewing RAM in bsnes it was easy to temporarily change values, but if I want to permanently have the character start with 5 lives I need to edit the ROM, yet the value reads as A9 instead of the 02 in the video game. Am I doing a mistake switching between SNES and PC addresses, or did I make a mistake somewhere else? I've read a lot of documentation apparently $7E is the WRAM location, but it's supposed to be mirrored in $00.