SMW Memory Map
Misc.
Empty
Sprites
Player
Yoshi
Blocks
I/O
Graphics
Counter
Flag
Timer
Hardware mirror
Pointer
Palettes
Overworld
Camera
Should be 00
Misc.
ASM
Palette
Mario tilemap
Sprite tilemap related
Layer 3
Mario physics
Level data
Pointer
Mode 7 tilemap
Music
Sprite number
Debug
Sound effect
Timer
Graphics
Overworld border
Empty
Objects
Subroutine (JSx FIXME)
Sprite Subroutine (JSx FIXME)
Sprite Misc.
Coordinate
Level number
Controller
Overworld
Sprite physics
Stripe Image
Subroutine (JSR)
Subroutine (JSL)
Sprite subroutine (JSR)
Sprite subroutine (JSL)
SNES Register (PPU)
SNES Register (APU)
SNES Register (Hardware)
SNES Register (Controller)
SNES Register (DMA)
SA-1 Register (Write)
SA-1 Register (Read)
Super FX Register
MSU-1 Register (Read)
MSU-1 Register (Write)
Jump (JMP/JSR)
Jump (JML/JSL)
16-bit Pointer
24-bit Pointer
Opcode
Code
Table
Data
Hex Edit
Miscellaneous
Mario A
Mario B
Mario C
Backup
RAM Address
Length
Type
Description
Details
$7E1413
1 byte
Misc.
Horizontal scroll setting for Layer 2. The original game only uses 00 (none), 01 (constant), and 02 (medium), while Lunar Magic expands on the system with additional values up to 1F. Notably, the actual order of these values is different from the order Lunar Magic lists them; see the details table for a full list.
Valid Values