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Time: 2017-09-20 12:37:22 AM
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Tip: If you plan on making long levels, be sure to include multiple midway points. A patch for this can be found in the Patches section.Not logged in.
SMW RAM Map
Displaying 12 addresses. Show moderated addresses - Submit address
Address Length Type Description Submitter
$7E13F9 1 byte Player Flag that sends Mario behind layers.
01 will send him behind objects, 02 will send him behind objects and sprites, and 03 will only send him behind sprites.

Setting to 01 also treats Mario as if he's behind a net, meaning he'll only interact with sprites also behind nets. 02 and 03 will disable sprite interaction altogether.
Thomas
$7E15C4 12 bytes Sprites Flag set if a sprite is more than 4 tiles horizontally offscreen. Used by a few large sprites (e.g. turnblock bridges and chained platforms) to determine whether to draw any of the sprite at all. Thomas
$7E15DC 12 bytes Sprites Flag to disable sprite interaction with objects. Ghost house ledges store their sprite index (plus one) to this to make sprites fall through the ground, but any non-zero value will work. Thomas
$7E1698 1 byte Sprites Current index being processed for a variety of sprite types, specifically minor extended sprites, bounce sprites, quake sprites, and smoke sprites. Thomas
$7E16CD 4 bytes Sprites Quake/interaction sprite type. 0 = empty, 1 = hitting/breaking a block, 2 = Yoshi's stomp. Thomas
$7E16D1 4 bytes Sprites Quake/interaction sprite X position, low byte. Thomas
$7E16D5 4 bytes Sprites Quake/interaction sprite X position, high byte. Thomas
$7E16D9 4 bytes Sprites Quake/interaction sprite Y position, low byte. Thomas
$7E16DD 4 bytes Sprites Quake/interaction sprite Y position, high byte. Thomas
$7E185C 1 byte Player Flag to disable player interaction with objects. Ghost house ledges store their sprite index (plus one) to this to make Mario fall through the ground, but any non-zero value will work. Thomas
$7E191D 1 byte Sprites Which cluster sprite to overwrite for the Sumo Bros. lightning's flames if all usable slots are full. Only cycles through sprites 0 to 9. Thomas
$7E1FE2 12 bytes Sprites Sprite table that decrements once per frame, and is used for multiple purposes. All standard sprites have it briefly set after spawning.

Primarily, it disables water splashes from showing when the sprite enter or exits water, and disables interaction for the sprite with capespins, quake sprites, cape smashes, and net punches. Some sprites use it for miscellaneous purposes, as well.
Thomas

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