Views: 839,283,594
19 users online:  Anorakun, BrownBuddy, BWGLite, chickaDEE Magazine, CSmith_Games, Daizo Dee Von, FYRE150, gonzosmw, gridatttack, Haithius, Infinity, K3fka,  Koopster, Lunming Gaming,  MarioFanGamer,  Ninja Boy, Qwerty13x, Romano338, Worl - Guests: 55 - Bots: 62 Users: 45,953 (3,269 active)
Latest: Allyhestrela21
Summer C3 2020 Content Spotlight
Mr. Pixelator's Tileset Collection!
Not logged in.
SMW Memory Map
Displaying 1 out of 1 addresses. Show Waiting Addresses (40)
Hexadecimal number for a partial address. 6-digit number for a full address. Use - to denote a range. Use , to list more than one address.
Enable JavaScript to use multiple regions.
Hold control to select multiple. Check "All" to select all at once.

Separate each individual keyword with spaces. Surround a phrase with quotes to look for the exact phrase, or with / to use a PCRE regular expression. Prepend with - to exclude a keyword or phrase, with + to require a whole word or phrase, or with -+ to exclude a whole word or phrase. ? matches any character, * matches any amount of characters.
Per Page: 25 50 75 100 150 500 All
RAM Address Length Type Description Details
$7E0055 1 byte Camera Direction of scrolling for Layer 1.
#$00 = left (or up); #$02 = right (or down).
Used to index the various camera tables at $7E0045 to $7E0048 and $7E004D to $7E0050.

When handling routine $00F70D, it is set to $00 if the player's on-screen X position is less than the value of $142A and $02 otherwise. This is used to determine which side to enable spawning sprites depending which side the player is on compared to $142A.

It is also temporarily set to #$01 during level load for loading onscreen sprites.
Per Page: 25 50 75 100 150 500 All

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Follow Us On

  • YouTube
  • Twitch
  • Twitter


  • Super Mario Bros. X Community
  • Mario Fan Games Galaxy