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Tip: Press F2 on the level editor to see sub-screen boundaries. This will help you avoid glitching Dragon Coins by putting them on the sub-screen boundaries.
Save RAM stuff.
Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - Save RAM stuff.
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I was fiddling with stepping though the Save Game thingy at 00:9BC9. I am a bit confused on what exactly it is saveing. It tends to read from loop though and read form $1F49-whatever. Could these be level save flags? does anyone have any more info about what gets saved?
Quick notes:

70:0000-70:008C is copied to 7E:1F49-7E:1FD5, which is in turn copied to 7E:1EA2 - 7E:1F2E. According to the RAM map, that covers...

$7E:1EA2 Unknown Misc. Level flag table (?) - unknown size
$7E:1EEB 1 byte Misc. Special Stage Features handler for both the title screen stage and the normal stages. Hex value 83 enables it.
$7E:1EFB 1 byte Misc. Special World Passed flag
$7E:1F02 15 bytes Misc. Overworld event flags
$7E:1F11 1 byte Misc. Submap (0=Overworld, 1=Yoshi, 2=Vanilla, 3=Forest, 4=Bowser, 5=Special, 6=Star)
$7E:1F17 2 bytes Misc. OW X position of Mario
$7E:1F19 2 bytes Misc. OW Y position of Mario
$7E:1F1B 2 bytes Misc. OW X position of Luigi
$7E:1F1D 2 bytes Misc. OW Y position of Luigi
$7E:1F27 4 bytes Misc. Switch block flags (Green, Yellow, Blue, Red)
$7E:1F2E 1 byte Misc. # of levels beat

Seems to fit the circumstances pretty well.
I see! Interesssssting... I wonder if there is any unused stuff there I could use? Probobly not, but still. Way is it copied twice though I wonder?
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