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SMW Memory Map

Displaying 150 out of 841 addresses.

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RAM Address Length Type Description Details
$7E0000 16 bytes Misc. Scratch RAM, is and can be used for a big number of purposes. The general purpose is temporarily preserving a value for later use in a routine.
Of note is the following address, used in LM ASM hacks:
$7E:0003 (16-bit) - Block number from LM Map16 editor. Also used in the custom Map16 tile change routine.
$7E0010 1 byte Flag If the value in it is not zero, run the actual game; otherwise, loop forever. It's set to a non-zero value during NMI, and it's set to zero after the game mode has been run, so that the game runs exactly once a frame - one NMI trigger per frame.
$7E0011 1 byte Flag Used to distinguish IRQ #1 from IRQ #2's code. (Inside the Morton/Ludwig/Roy room, where IRQ is used twice, although it can be used in other areas that run IRQ as well.) #$00 = IRQ #1; #$01 = IRQ #2.
$7E0012 1 byte Graphics Stripe image loader - value must be divisible by 3. Valid Values
$7E0013 1 byte Counter "True" frame counter. Increments once per frame, except when the game is lagging. Note that $7E:0014 is better suited for most purposes.
$7E0014 1 byte Counter "Effective" frame counter. Stops when, for example, RAM addresses such as $7E:009D are not zero (lock sprite flag, usually indicates the player is dying, grabbing a powerup, or something similar). Inside sprite code, this address is often preferred over $7E:0013, especially in graphics routines, as graphics will not be updated when the player dies if this address is used as an index to the tilemap.
$7E0015 1 byte I/O Controller buttons currently held down. Format: byetUDLR.
b = A or B; y = X or Y; e = select; t = Start; U = up; D = down; L = left, R = right.
$7E0016 1 byte I/O Controller buttons newly pressed this frame. Format: byetUDLR.
b = B only; y = X or Y; e = select; t = Start; U = up; D = down; L = left, R = right.
$7E0017 1 byte I/O Controller buttons currently held down. Format: axlr----.
a = A; x = X; l = L; r = R, - = null/unused.
$7E0018 1 byte I/O Controller buttons newly pressed this frame. Format: axlr----.
a = A; x = X; l = L; r = R, - = null/unused.
$7E0019 1 byte Player Current player powerup status. Valid Values
$7E001A 2 bytes Hardware mirror Layer 1 X position, current frame. Mirror of SNES register $210D.

For autoscrolling Layer 1, see $1462 instead.
$7E001C 2 bytes Hardware mirror Layer 1 Y position, current frame. Mirror of SNES register $210E.

For autoscrolling Layer 1, see $1464 instead.
$7E001E 2 bytes Hardware mirror Layer 2 X position, current frame. Mirror of SNES register $210F.

For autoscrolling Layer 2, see $1466 instead.
$7E0020 2 bytes Hardware mirror Layer 2 Y position, current frame. Mirror of SNES register $2110.

For autoscrolling Layer 2, see $1468 instead.
$7E0022 2 bytes Hardware mirror Layer 3 X position. Mirror of SNES register $2111.
$7E0024 2 bytes Hardware mirror Layer 3 Y position. Mirror of SNES register $2112.
$7E0026 2 bytes Misc. If Layer 3 tides are disabled, this is the X offset of Layer 2 from Layer 1, calculated as $1466 - $1462.
If Layer 3 tides are enabled, it is instead the X offset of Layer 3 from Layer 1, calculated as $22 - $1462.

Used for handling interaction with Layer 2/3.
$7E0028 2 bytes Misc. If Layer 3 tides are disabled, this is the Y offset of Layer 2 from Layer 1, calculated as $1468 - $1464.
If Layer 3 tides are enabled, it is instead the Y offset of Layer 3 from Layer 1, calculated as $24 - $1464.

Used for handling interaction with Layer 2/3.
$7E002A 2 bytes Hardware mirror Mode 7 Center X position. Mirror of SNES register $211F, + #$0080.
$7E002C 2 bytes Hardware mirror Mode 7 Center Y position. Mirror of SNES register $2120, + #$0080.
$7E002E 2 bytes Hardware mirror Mode 7 matrix parameter A. Mirror of SNES register $211B.
$7E0030 2 bytes Hardware mirror Mode 7 matrix parameter B. Mirror of SNES register $211C.
$7E0032 2 bytes Hardware mirror Mode 7 matrix parameter C. Mirror of SNES register $211D.
$7E0034 2 bytes Hardware mirror Mode 7 matrix parameter D. Mirror of SNES register $211E.
$7E0036 2 bytes Misc. Mode 7 rotation. Its values are calculated and stored into the respective Mode 7 parameter mirrors at $7E:002E through $7E:0035.
Values #$0000 through #$01FF are all different values, after that it's the same pattern - that is, if you add this 16-bit address with #$0200, there is a 360 degree rotation.
Furthermore, this address is used in the brown chained platform code as an index to the sine and cosine tables at $07:F7DB.
$7E0038 2 bytes Misc. Mode 7 scaling; that is, making Layer 1 shrink or grow. Its values are calculated and stored into the respective Mode 7 parameter mirrors at $7E:002E through $7E:0035.
The first byte - $7E:0038 - is used for horizontal scaling, whereas the second byte - $7E:0039 - is used for vertical scaling.
Default value is #$20. The closer to #$00, the more the layer grows, the further from #$00, the more the layer shrinks. Value #$10 makes the layer twice as large as value #$20, value #$40 makes the layer twice as small as value #$20, etc.
$7E003A 2 bytes Hardware mirror Mode 7 Layer 1 X position. Mirror of SNES register $210D.
$7E003C 2 bytes Hardware mirror Mode 7 Layer 1 Y position. Mirror of SNES register $210E.
$7E003E 1 byte Hardware mirror Background mode select applied with IRQ below status bar (so the area above IRQ is not affected by this). Format: 4321pmmm.
4321 = Layer 1/2/3/4 uses 8x8 tiles when clear, 16x16 tiles when set; p = Layer 3 absolute priority (only in background mode 1); mmm = background mode # (0-7).
Mirror of SNES register $2105.
$7E003F 1 byte Hardware mirror OAM Address, low byte. Also known as the mirror of SNES register $2102. High byte is at $00846B. Is sometimes used to alter priority of various sprite tiles, such as with the sprite backgrounds in the boss rooms.
$7E0040 1 byte Hardware mirror Color math designation settings (CGADSUB), mirror of $2131.
Format: shbo4321
  • s = 0 to add layers, 1 to subtract layers
  • h = half-color mode
  • b = enable on fixed color
  • o = enable on sprites
  • 4321 = enable on Layer 4, 3, 2, 1 (Layer 3 is only affected below the status bar)
$7E0041 3 bytes Hardware mirror Window mask settings, mirroring $2123-$2125. These control what layers each window is active on, as well as whether the window is inverted.
Each of the three addresses has the binary format ABCDabcd:
  • A/a = Enable window 2
  • B/b = Invert window 2
  • C/c = Enable window 1
  • D/d = Invert window 1

The lowercase letters affect BG1, BG3, and sprites, while the upper case letters affect BG2, BG4, and the fixed color. Which of the layers in each set of three is then determined by the particular address you modify:
  • $41: BG1 and BG2
  • $42: BG3 and BG4
  • $43: Sprites and fixed color
$7E0044 1 byte Hardware mirror Color addition select, mirror of $2130.
Format: ccmm--sd
  • cc = clip colors to black before math
  • mm = prevent color math
  • s = add subscreen (instead of fixed color)
  • d = enables direct color mode for 8bpp graphics (modes 3, 4, and 7)

For cc and mm, the values they are set to determine when they apply: 00 = never, 01 = outside color window only, 10 = inside color window only, 11 = always.
$7E0045 2 bytes Camera Column/row of Map16 tiles to use for VRAM upload when layer 1 is scrolling left/up. Its value is equal to $7E:001A (or $7E:001C if vertical) divided by #$10, minus #$08.
$7E0047 2 bytes Camera Column/row of Map16 tiles to use for VRAM upload when layer 1 is scrolling right/down. Its value is equal to $7E:001A (or $7E:001C if vertical) divided by #$10, plus #$17.
$7E0049 2 bytes Camera Column/row of Map16 tiles to use for VRAM upload when interactive layer 2 is scrolling left/up. Its value is equal to $7E:001E (or $7E:0020 if vertical) divided by #$10 (16), minus #$08.
$7E004B 2 bytes Camera Column/row of Map16 tiles to use for VRAM upload when interactive layer 2 is scrolling right/down. Its value is equal to $7E:001E (or $7E:0020 if vertical) divided by #$10, plus #$17.
$7E004D 2 bytes Camera Last X/Y value of layer 1 where VRAM upload of Map16 tiles was performed when scrolling left/up.
The low 4 bits are forced to zero (AND #$FFF0) in order to get scroll values on a 16 pixel boundary.
It is used to determine if a VRAM update is necessary during scrolling.
$7E004F 2 bytes Camera Last X/Y value of layer 1 where VRAM upload of Map16 tiles was performed when scrolling right/down.
The low 4 bits are forced to zero (AND #$FFF0) in order to get scroll values on a 16 pixel boundary.
It is used to determine if a VRAM update is necessary during scrolling.
$7E0051 2 bytes Camera Last X/Y value of interactive layer 2 where VRAM upload of Map16 tiles was performed when scrolling left/up.
The low 4 bits are forced to zero (AND #$FFF0) in order to get scroll values on a 16 pixel boundary.
It is used to determine if a VRAM update is necessary during scrolling.
$7E0053 2 bytes Camera Last X/Y value of interactive layer 2 where VRAM upload of Map16 tiles was performed when scrolling right/down.
The low 4 bits are forced to zero (AND #$FFF0) in order to get scroll values on a 16 pixel boundary.
It is used to determine if a VRAM update is necessary during scrolling.
$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.
$7E0056 1 byte Camera Direction of scrolling for Layer 2.
#$00 = left (or up); #$02 = right (or down).
Used to index the various camera tables at $7E:0049 through $7E:004C and $7E:0051 through $7E:0054.
$7E0057 1 byte Blocks Used in the level loading code. It's the position within the subscreen.
Format: yyyyxxxx, where yyyy is the Y position (units of 16 pixels) and xxxx is the X position.
$7E0058 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E0059 1 byte Blocks Used in the level loading routine as an indicator for the size of the object, or extended object type depending on what object is being loaded. Could be used as scratch RAM (except in ObjecTool and similar codes).
$7E005A 1 byte Blocks Used in the level loading routine as the object number. Could be used as scratch RAM (except in ObjecTool and similar codes).
$7E005B 1 byte Misc. Screen mode: CD----Vv.
C = Collision with either Layer 2 or Layer 3.
D = Disable collision with Layer 1.
V = Vertical Layer 2.
v = Vertical Layer 1.
- = unused.

For the most part, this address is managed by a table at $058417, which is indexed by the level mode setting. The only exception to this is that the C bit may also get set if Layer 3 tides are active.
$7E005C 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E005D 1 byte Misc. Number of screens in level (equivalent to the "number of screens" setting in Lunar Magic). Note that there is no differentiation here between horizontal and vertical levels, so you will need to check that seperately before using this address to handle the maximum X or Y position of something. See $5E instead for specifically horizontal levels, or $5F for specifically vertical levels.
Also set to FF in Ludwig and Reznor's boss rooms. Instead, those rooms used a fixed width of 1.5 screens.
$7E005E 1 byte Camera In horizontal levels, used as the level's width in screens, i.e. the screen number (plus 1) at which the camera should stop scrolling rightwards. Equivalent to the "number of screens" dropdown in Lunar Magic's "Change Properties in Header" dialogue. Not used in vertical levels, where it is always set to 01; see $5F instead.
Also set to 00 in Ludwig and Reznor's boss rooms. Instead, those rooms used a fixed width of 1.5 screens.
$7E005F 1 byte Camera In vertical levels, used as the level's height in screens, i.e. the screen number (plus 1) at which the camera should stop scrolling downwards. Equivalent to the "number of screens" dropdown in Lunar Magic's "Change Properties in Header" dialogue. Not used in horizontal levels, where it is always set to 01; see $5E instead.
$7E0060 4 bytes Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E0064 1 byte Misc. Properties (YXPPCCCT) byte for most sprites inside levels - including the player. Exceptions to this include sprites that mess with sprite priority in a different way, such as Piranha Plants, items coming out of a box (and inside the item box) and Net Koopas behind the nets.
$7E0065 3 bytes Pointer 24-bit pointer to layer 1 data - both level and overworld.

Also used during the staff roll sequence of the credits to hold some data about the current line being uploaded to VRAM:
- $65-$66 is used to hold the first two bytes of the stripe image header for the current line (in little endian), mainly for keeping track of the Y position.
- $67 tracks the current line number being written, with a line defined as two consecutive 8x8 rows.
$7E0068 3 bytes Pointer 24-bit pointer to layer 2 data.
$7E006B 3 bytes Pointer 24-bit pointer to low byte of Map16 block data. Used during level load.
$7E006E 3 bytes Pointer 24-bit pointer to high byte of Map16 block data. Used during level load.
$7E0071 1 byte Player Player animation trigger states. When nonzero, the player character is performing an action and cannot be controlled by the player. Often used for cutscenes. Valid values
$7E0072 1 byte Player Player is in the air flag, as well as the actual pose value to store to $13E0 while the player is in midair. This is set to a certain value depending on how the player got in the air in the first place, and in what state they are currently (rising or sinking).
This address is not affected by phases such as climbing. It is, however, also used in swimming animation.

Notable values:
#$0B = Jumping/swimming upwards.
#$0C = Shooting out of a slanted pipe, running at maximum speed.
#$24 = Descending/sinking. NOTE: Hitting bottom-solid sprites like invisible solid block, message block etc. does NOT set $72 to this value as cape mario.

The address in general is used in many instances.
For example, the game checks if this address is #$0C. If not, the player cannot ascend properly with the cape. Furthermore, the Layer 3 smash won't hurt the player if they're not on the ground (any non-zero value) and this address prevents the player from locking in place when still airborne during the Morton/Roy/Ludwig battle.
$7E0073 1 byte Flag Player is ducking flag. #$00 = No; #$04 = Yes. However, any value that is not zero also counts as 'Yes', SMW just stores that specific value to it.
$7E0074 1 byte Player Player is climbing flag: format: n--sifhb
n: Net/vine flag. 1 - net, 0 - vine. Determines whether Mario can move diagonally.
s: Side body collision point with climbing. If clear, block horizontal movement.
i: Side head collision point with climbing.
f: Feet collision point with climbing.
h: Head collision point with climbing.
b: Body collision point with climbing.
$7E0075 1 byte Flag Player is in water flag. #$00 = No; #$01 = Yes.
$7E0076 1 byte Player Player direction. #$00 = Left; #$01 = Right.
$7E0077 1 byte Player Player blocked status - Used to check if player is blocked in a certain direction. Format: SxxMUDLR
The M bit means that the player is in the middle of a block.
The S bit indicates that the player is touching the side of the screens while horizontal screen scrolling is disabled.
UDLR = up, down, left, right (contact with walls).

L is checked each 4 frames when the player have negative X speed. Others frames is zero.

R is checked each 4 frames when the player have positive X speed. Others frames is zero.
$7E0078 1 byte Player Used to hide the player partially or fully. Format: dlucapLU.
d = used in conjunction with all other set bits in order to disable processes such as the star timer decrementing.
l = hide lower extra player tile when in flight (hovering with the cape).
u = hide upper extra player tile when in flight (hovering with the cape).
c = hide regular cape tile.
a = hide attributive 8x8 tile.
p = hide extra player tile that is shown during the inflated P-balloon pose (does not apply if the player is small).
L = hide lower half of the body.
U = hide upper half of the body.
$7E0079 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E007A 1 byte Player Accumulating fraction bits for fixed point player X speed (fractions of 256, see code around $00D792, this handles horizontal movement with the player and when the player is on the slope).

Not to be confused with $7E13DA, which handles X position.
$7E007B 1 byte Player Player X speed (8-bit, signed), in 1/16s of a pixel per frame. Positive speeds (01-7F) are rightwards while negative speeds (80-FF) are leftwards.
$7E007C 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E007D 1 byte Player Player Y speed (8-bit, signed), in 1/16s of a pixel per frame. Positive speeds (01-7F) are downwards while negative speeds (80-FF) are upwards.

SMW generally restricts Mario's downwards speed to a maximum of #$40, although because the game applies gravity after capping the speed, the actual maximum downwards speed is either #$43 (holding A/B) or #$46 (not holding A/B).
$7E007E 2 bytes Player Player X position (16-bit), within the borders of the screen.
$7E0080 2 bytes Player Player Y position (16-bit), within the borders of the screen.
Note that this value may be displaced by $1888 (the screen shake), in addition to small one-pixel displacements based on Mario's powerup status and walking animation frame.
$7E0082 3 bytes Pointer Points to how steep the various slopes are and which parts of the slopes they represent. Points to $00:E5C8 in tilesets 0 and 7, and $00:E55E in others.
The table this one points to has one byte per block, from tile 16E to tile 1D7.
The value in these tables is then multiplied by 16, the lowest nibble of the sprite/player X position is added, and this is then used as an index to $00:E632 to tell how many pixels the sprite/player should move down from the nearest 16x16 tile.
$7E0085 1 byte Flag Water level flag. #$00 = No; #$01 = Yes.
$7E0086 1 byte Flag Slippery level flag. #$00 = No; #$01 through #$7F = Half-slippery; #$80 through #$FF = Yes. Possible values in the clean ROM are #$00 and #$80.
$7E0087 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
Note that this address is used as freeram by the SA-1 patch.
$7E0088 1 byte Player How long the player goes into a pipe until they warp to another level.

Also used as a timer in the castle destruction scenes for holding inputs.
$7E0089 1 byte Player Action to take when the player enters or exits from a pipe (see valid values).

It also serves as a timer for the No Yoshi cutscenes for each controller command (for the table at $00:C848).
Valid Values
$7E008A 3 bytes Misc. Used as scratch RAM by various routines; see details for more info. Usage
$7E008D 3 bytes Misc. Used as scratch RAM in multiple locations:
  • During GFX file decompression, $8F is used for holding the current decompression operation and $8D/$8E are used for holding the 16-bit length of that operation.
  • After decompressing GFX33, all three of these get used as a 24-bit pointer to its decompressed data for the purpose of converting it from 3BPP to 4BPP.
  • During the player-object interaction routine, $8D is used as a backup of $13EF (player on ground flag), $8E is used as a backup of $5B (layer interaction and vertical flags), and $8F is used as a copy of $72 (player in air flag). $8D is used to detect if code for being on top of a tile should be run, $8E is used for handling whether tile interaction should occur and whether the player should move horizontally with the layer, and $8F is used to detect whether the player has just landed (for the purposes of ground stomps, cape smashes, and breaking turnblocks) or has not been on the ground for at least a frame (for entering doors and horizontal pipes).
$7E0090 1 byte Player Player Y position within a block. Calculated with $7E:0096 & #$0F. Indicates whether the player is touching the top or the bottom of the block.
$7E0091 1 byte Player Y position of the player's head and feet within a block. For the head interaction, this is calculated by taking the player's Y position, adding it with the interaction point offset of MarioAbove, and limiting it to the lowest four bits. For the feet interaction, this is handled by simply storing $7E0090 (the player's Y position within the block) to this address.

This is used to calculate how far the interaction points are inside of a block (values of $00 - $07 denotes the top half while $08 - $0F denotes the bottom half) and to determine which direction the player should be pushed out if the block is solid.
$7E0092 1 byte Player Player X position within a block. Calculated with $7E:0094 + #$08 & #$0F.
$7E0093 1 byte Player The side of a block the player is on. It's set to #$00 for the right side and #$01 for the left side. This address is relative to the block the player is currently inside.
$7E0094 2 bytes Player Player X position (16-bit) within the level, next frame (calculates player position one frame ahead, as opposed to $D1).
It's also used as a player X position on-screen on the overworld border.

NOTE: During player interaction with blocks on Layer 2, this value is modified to be relative to Layer 2's position rather than Layer 1. This can be checked via $1933, and can be offset back to Layer 1 by subtracting $26.
$7E0096 2 bytes Player Player Y position (16-bit) within the level, next frame (calculates player position one frame ahead, as opposed to $D3).
It's also used as a player Y position on-screen on the overworld border.

NOTE: the player's Y position is not affected by their powerup, nor whether they are crouching; the point will always be 32 pixels above their feet. However, if riding on Yoshi, their Y position does get offset 16 pixels upwards.

Additionally, during player interaction with blocks on Layer 2, this value is modified to be relative to Layer 2's position rather than Layer 1. This can be checked via $1933, and can be offset back to Layer 1 by subtracting $28.
$7E0098 4 bytes Misc. Position (in pixels) of the collision point currently being processed for player interaction with blocks in the level. Also used in the creation of various sprite types/other blocks.

$98-$99: 16-bit Y position
$9A-$9B: 16-bit X position

Note that this position is with respect to the top left of the layer being processed. Hence, if Layer 1 and Layer 2 are offset from each other, this value will differ between the two, even when Mario is at the same position with respect to the level.

Also note that, in vertical levels, the X and Y position may be swapped after running certain block changing routines (e.g. $00BEB0 or the ChangeMap16 routine included with various tools).
$7E009C 1 byte Blocks Map16 tile to generate (used with $00BEB0). Valid Values
$7E009D 1 byte Flag Lock animation and sprites flag. Most codes will still run if this is set, but almost nothing will move or animate. Set by a number of events such as screen scrolling, entering pipes, dying, and more.

Notably, not set when the game is actually paused by $13D4, since most resource processing is skipped altogether by that flag. However, UberASM codes still run prior to that flag being checked, so in those you'll need to check both to prevent any unwanted code from running while the game is frozen.
$7E009E 12 bytes Sprites Sprite number, or Acts Like setting for custom sprites. To check the actual sprite ID for custom sprites, see $7FAB9E instead.
$7E00AA 12 bytes Sprites Sprite Y speed table.
$7E00B6 12 bytes Sprites Sprite X speed table.
$7E00C2 12 bytes Sprites Miscellaneous sprite table. In SMW, it's commonly used as a pointer to different parts of a sprite. More information can be found here.
$7E00CE 3 bytes Pointer 24-bit pointer to level's sprite data.
$7E00D1 2 bytes Player Player X position (16-bit) within the level, current frame (as opposed to $7E:0094).
$7E00D3 2 bytes Player Player Y position (16-bit) within the level, current frame (as opposed to $7E:0096).
$7E00D5 3 bytes Pointer Pointer to X and Y positions of Wiggler segments. Table at $7F9A7B.
$7E00D8 12 bytes Sprites Sprite Y position, low byte.
$7E00E4 12 bytes Sprites Sprite X position, low byte.
$7E00F0 16 bytes Empty Empty. Cleared on reset and titlescreen load.

Lunar Magic makes use of a portion of this space (currently $F9-$FF, though subject to change) for various purposes; see details for a list. Most notably, $FE is set to the current level ID plus 1 (so Yoshi's Island 1 would store #$0106 here), with #$0000 being used for non-standard levels like the No Yoshi entrance.
Details
$7E0100 1 byte Misc. Game Mode. Valid Values
$7E0101 4 bytes Misc. Currently loaded sprite GFX files - stored in reverse order.
$7E0105 4 bytes Misc. Currently loaded FG/BG GFX files - stored in reverse order.
$7E0109 1 byte Misc. When set to a non-zero value, the overworld loading routine is overridden by loading a level value stored here, minus #$24 if it's above #$24. For example, the intro level (level C5) is loaded this way by storing #$E9 to this address.
Depending on whether the player is on the main overworld or a submap, the level in question is either in the 0xx or 1xx area.
$7E010A 1 byte Misc. Current save file number.
$7E010B 245 bytes Misc. Stack. The first two bytes is the current level number in most hacks.
$7E0200 544 bytes I/O OAM table. Used to handle all sprite tile data, with 128 slots for tiles. Generally, the table is indexed from either $0200 or $0300, with $0300 being used for normal sprites (and Mario) and $0200 being used for various other sprite types. Tiles are drawn to the screen from top to bottom of the table; that is, a sprite in slot 0 will always appear visually in front of a sprite in slot 1.

The table actually consists of two sub-tables:

  • $0200-$03FF (512 bytes): Each slot gets four bytes in the order of: X position, Y position, tile number, YXPPCCCT. Unused tiles are generally marked by giving them a Y position of #$F0 (i.e. offscreen).
  • $0400-$041F (32 bytes): Each slot gets 2 bits %SX, with the X bit used to handle a 9th bit of the X position (for handling sprite tiles that go past the left edge of the screen) and the S bit acting as a "size bit" which (generally) controls whether the tile is 8x8 (0) or 16x16 (1). Since each tile only requires 2 bits, each byte of this table actually handles four separate tiles; see the details table for more information. It is not recommended that you write to this table directly, though, and you should use the table at $0420 instead. The routine at $008494 is responsible for then packing the data from that table back into $0400.

See details for a more-detailed map of the gane's slot usage.
OAM Map $0400 layout
$7E0420 128 bytes Sprites OAM extra bits table, with one byte per OAM tile. Used to generate the packed table at $0400 during the routine at $008494.

Format: %000000SX
  • S - Size. Generally, 0 = 8x8, 1 = 16x16.
  • X - Bit 9 of the tile's X position. Used to allow tiles to be positioned beyond the left edge of the screen.
  • All other bits must remain 0.

Sprites can either manually write the necessary information here, or they can use the routine at $01B7BE to take care of it.
$7E04A0 448 bytes Misc. HDMA table for windowing effects, such as with the keyhole, level ending and titlescreen.
$7E0660 32 bytes Misc. Gets overwritten by the HDMA table for the level ending circle. If the player gets above or below the borders of the screen, it can even run into $7E:0680 and beyond.
Otherwise cleared on reset and titlescreen load, but usage as empty RAM is definitely not recommended.
$7E0680 1 byte Palettes Index to the palette updating tables, that are uploaded every frame.
#$00 = Use table at $0682.
#$03 = Use table at $0905.
#$06 = Use table at $0703.
$7E0681 1 byte Palettes Index to the table at $7E:0682 during the time when data is stored to this table in the lightning, Magikoopa and Big Boo Boss codes.
$7E0682 19 bytes Palettes Used for uploading palettes dynamically. SMW uses this in the lightning/Magikoopa/Big Boo Boss palette effects. $0682 holds the amount of bytes to transfer, $0683 holds the color number (stored to SNES register $2121), and the bytes afterwards hold the actual color values transferred to the CGRAM. Further, this table may be indexed by $0681 to add more color destinations; it's terminated by a #$00. The format is the same as before, just at the new location.
This table doesn't actually have to end at $0694, but SMW never goes beyond this. As such, the area after this address is listed as "empty".
$7E0695 108 bytes Empty 100 bytes used in LM 1.70+ for VRAM modification.

In the clean ROM, it's empty (cleared on reset and titlescreen load).
$7E0701 2 bytes Palettes Background color. Used during gameplay in conjunction with $2132.
$7E0703 512 bytes Palettes The entire palette. It is only uploaded to CGRAM during the level loading routine. Also used during overworld load, but not all of it.
$7E0903 2 bytes Palettes Copy of the background color at $0701.
$7E0905 496 bytes Palettes Copy of palettes 0-F from $0703-$08F2. The original game only includes the first half of palette F (i.e. up to and including color F7). It is used in overworld path events fading in ($04EAA0), and level ending fade in/out ($00AF9D).

Lunar Magic may expand this up through $0B05 to include the entirety of palette F in order to support palette ExAnimations.
$7E0AF5 1 byte Empty Cleared on reset and titlescreen load. Also cleared after a boss had been beaten - this can be disabled by changing [9C 5C 0A] at $00B08D to [80 01 EA].

Lunar Magic may also expand $0905 to include this address, in which case it contains one of the bytes for color F8 (with $0AF6 holding the other).
$7E0AF6 256 bytes Misc. Used for multiple purposes:
  1. Decompressed overworld graphics for animated tiles. Continues into $0BF6-$0C55.
  2. Iggy's/Larry's platform interaction. (16x16 tiles in a 16x16 square.)
  3. Various sprite tables for the credits and castle destruction scenes; see details. Note that the white flag sprite used in the castle destruction scenes has its X/Y designation reversed for whatever reason.
  4. Lunar Magic may extend $0905 to include the first 15 bytes of this region (up to and including $0B05), corresponding to palette data for colors F8-FF.
  5. Lunar Magic v3.00+ uses part of this region at $0BE6-$0BEF to support the expanded horizontal level system. See details for more information.
Cutscene/Credits Tables Lunar Magic Usage
$7E0BF6 384 bytes Misc. Used for multiple purposes:
  1. During loading screen messages (MARIO START, TIME UP, GAME OVER, BONUS GAME), temporarily holds the decompressed GFX for tiles 4A-4F and 5A-5F of SP1 so that they can be restored afterwards. Lunar Magic disables this as it overwrites those anyway when it loads the level's GFX files.
  2. On the overworld, may contain decompressed animation data, continued from $0AF6.
  3. Lunar Magic 3.00+ uses this region to support the expanded horizontal level system; see details.
Lunar Magic Usage
$7E0D76 2 bytes Graphics Used during the GFX33 DMA routine. It holds the first of three possible source addresses for the animated graphics.
$7E0D78 2 bytes Graphics Used during the GFX33 DMA routine. It holds the second of three possible source addresses for the animated graphics.
$7E0D7A 2 bytes Graphics Used during the GFX33 DMA routine. It holds the third of three possible source addresses for the animated graphics.
$7E0D7C 2 bytes Graphics Used during the GFX33 DMA routine. It holds the first of three possible VRAM addresses for the animated graphics.
$7E0D7E 2 bytes Graphics Used during the GFX33 DMA routine. It holds the second of three possible VRAM addresses for the animated graphics.
$7E0D80 2 bytes Graphics Used during the GFX33 DMA routine. It holds the third of three possible VRAM addresses for the animated graphics.
$7E0D82 2 bytes Pointer 16-bit pointer to the player palette. #$B2C8 = regular Mario; #$B2DC = regular Luigi; #$B2F0 = fire Mario; #$B304 = fire Luigi. Always uses #$00 for bank byte (the first bank).
$7E0D84 1 byte Misc. Used in Player Graphics DMA routine. This holds the amount of tiles to load. Is #$0A in levels (because of Yoshi) and #$06 on the overworld.
If it's set to zero, the player palette isn't reloaded. The presents screen makes use of that.
$7E0D85 20 bytes Sprites 16-bit pointers in bank $7E for uploading the player's, Yoshi's and Podoboo's on-screen tiles.
They're divided in two sets of 10 bytes, each two bytes being used for two 8x8 tiles. The first 10 bytes are for the top half of each 16x16 tile (player's head, player's bottom, cape, Yoshi's head/Podoboo, Yoshi's bottom), while the latter 10 bytes are for the bottom half of each 16x16 tile (same order).

The format to calculate the tile used is as follows: ([8x8 tile number] - $900 * $20) + $2000.
NOTE: The tile number is only applicable to page 9 onwards.
$7E0D99 2 bytes Graphics Holds the lower two bytes of the 24-bit RAM address (bank byte is $7E) of tile 7F's graphics; used during the player graphics DMA routine.
$7E0D9B 1 byte Misc. Activates different IRQ/NMI behavior for various game modes, depending on the following values:
#$00 = Regular level.
#$01 = Mario Start, Time Up, etc. + Title Screen + Castle destruction scene.
#$02 = Overworld.
#$80 = Iggy's and Larry's battle mode.
#$C0 = Reznor's, Morton's, Roy's, and Ludwig's battle mode.
#$C1 = Bowser's battle mode.
$7E0D9C 1 byte Empty Empty. Cleared on reset and titlescreen load.
$7E0D9D 1 byte Hardware mirror Main Screen and Window logic mask setting of current level mode (000abcde - a = Object layer; b = Layer 4; c = Layer 3; d = Layer 2; e = Layer 1). Appears as TM in Lunar Magic. Mirror of SNES registers $212C and $212E; transfer only occurs on level load.
$7E0D9E 1 byte Hardware mirror Sub Screen and Window logic mask setting of current level mode (000abcde - a = Object layer; b = Layer 4; c = Layer 3; d = Layer 2; e = Layer 1). Appears as TD in Lunar Magic. Mirror of SNES registers $212D and $212F; transfer only occurs on level load.
$7E0D9F 1 byte Hardware mirror HDMA Channel Enable: abcdefgh a = Channel 7 .. h = Channel 0: 1 = Enable 0 = Disable. Mirror of SNES register $420C.
$7E0DA0 1 byte Misc. Which controllers are plugged in (00 = port 1, 01 = port 2). Used to determine which port to accept data from when only one controller is plugged in.

If the high bit is set, then both controller ports are plugged in and $0DB3 will be used instead to determine the active controller.
$7E0DA1 1 byte Empty Empty. Cleared on reset and titlescreen load.
$7E0DA2 1 byte I/O Copy of controller data 1 ($7E:0015). Format: byetUDLR.
b = B, y = Y, e = Select, t = Start, UDLR = Up/Down/Left/Right.
Used by player 1 (Mario).
$7E0DA3 1 byte I/O Copy of controller data 1 ($7E:0015). Format: byetUDLR.
b = B, y = Y, e = Select, t = Start, UDLR = Up/Down/Left/Right.
Used by player 2 (Luigi).
$7E0DA4 1 byte I/O Copy of controller data 2 ($7E:0017). Format: axlr----.
a = A; x = X; l = L; r = R, 0 = null/unused.
Note that the upper two bits are also used by controller data 1 at $7E:0015, so that A/B and X/Y are combined.
Used by player 1 (Mario).
$7E0DA5 1 byte I/O Copy of controller data 2 ($7E:0017). Format: axlr----.
a = A; x = X; l = L; r = R, 0 = null/unused.
Note that the upper two bits are also used by controller data 1 at $7E:0015, so that A/B and X/Y are combined.
Used by player 2 (Luigi).
$7E0DA6 1 byte I/O Copy of controller data 1, one frame ($7E:0016). Format: byetUDLR.
b = B, y = Y, e = Select, t = Start, UDLR = Up/Down/Left/Right.
Used by player 1 (Mario).
$7E0DA7 1 byte I/O Copy of controller data 1, one frame ($7E:0016). Format: byetUDLR.
b = B, y = Y, e = Select, t = Start, UDLR = Up/Down/Left/Right.
Used by player 2 (Luigi).
$7E0DA8 1 byte I/O Copy of controller data 2, one frame ($7E:0018). Format: axlr----.
a = A; x = X; l = L; r = R, 0 = null/unused.
Note that the sixth bit is also used by controller data 1 at $7E:0016, so that X/Y are combined.
Used by player 1 (Mario).
$7E0DA9 1 byte I/O Copy of controller data 2, one frame ($7E:0018). Format: axlr----.
a = A; x = X; l = L; r = R, 0 = null/unused.
Note that the sixth bit is also used by controller data 1 at $7E:0016, so that X/Y are combined.
Used by player 2 (Luigi).
$7E0DAA 1 byte I/O Controller 1 button disable flags ($4219), one frame. If a bit is set here, that bit will be disabled in $16/$0DA6 (but not $15).
Format: byetUDLR.
b = B, y = Y, e = Select, t = Start, UDLR = Up/Down/Left/Right.
$7E0DAB 1 byte I/O Controller 2 button disable flags ($421B), one frame. If a bit is set here, that bit will be disabled in $16/$0DA7 (but not $15).
Format: byetUDLR.
b = B, y = Y, e = Select, t = Start, UDLR = Up/Down/Left/Right.