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SMW Memory Map
Displaying 150 out of 824 addresses. Show Waiting Addresses (3)
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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.
A list of valid values can be found here.
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 Player powerup/status. #$00 = small; #$01 = big; #$02 = cape; #$03 = fire.
$7E001A 2 bytes Hardware mirror Layer 1 X position, current frame. Mirror of SNES register $210D.
$7E001C 2 bytes Hardware mirror Layer 1 Y position, current frame. Mirror of SNES register $210E.
$7E001E 2 bytes Hardware mirror Layer 2 X position, current frame. Mirror of SNES register $210F.
$7E0020 2 bytes Hardware mirror Layer 2 Y position, current frame. Mirror of SNES register $2110.
$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. Depending on Layer 3 tides being activated or not, it's either:

Not activated:
Layer 2 X position minus Layer 1 X position.
Activated:
Layer 3 X position minus Layer 1 X position.

Used for various things, among which interaction with multiple layers is included.
$7E0028 2 bytes Misc. Depending on Layer 3 tides being activated or not, it's either:

Not activated:
Layer 2 Y position minus Layer 1 Y position.
Activated:
Layer 3 Y position minus Layer 1 Y position.

Used for various things, among which interaction with multiple layers is included.
$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 CGADSUB settings. Format: shbo4321.
s = 0 for adding color layer, 1 for subtracting color layer; h = half-color enable; b = backdrop enable; o = object (aka sprite) enable; 4321 = enable Layer 4, 3, 2, 1 (Layer 3 is only affected below the status bar). Mirror of SNES register $2131.
$7E0041 1 byte Hardware mirror Layer 1/2 window mask settings. Format: aaaabbbb.
aaaa = Layer 2 window settings; bbbb = Layer 1 window settings. Mirror of SNES register $2123.
$7E0042 1 byte Hardware mirror Layer 3/4 window mask settings. Format: aaaabbbb.
aaaa = Layer 4 window settings; bbbb = Layer 3 window settings. Mirror of SNES register $2124.
$7E0043 1 byte Hardware mirror Object and color window settings. Format: aaaabbbb.
aaaa = color window settings; bbbb = object window settings. Mirror of SNES register $2125.
$7E0044 1 byte Hardware mirror Initial settings for color addition. Format: aabb00cd.
aa = main color window on/off; bb = sub color window on/off; c = fixed color add/subtract; d = direct color mode for 8bpp backgrounds. Mirror of SNES register $2130.
$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 layer 2.
D = Disable collision with layer 1.
V = Vertical layer 2.
v = Vertical layer 1.
- = unused.

This address is set by a table at $05:8417, which is indexed by the level mode setting.
$7E005C 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E005D 1 byte Misc. Number of screens in level.
$7E005E 1 byte Camera The last screen number, plus 1 (so if a level is 2 screens wide (screens 0 and 1 are only accessible), $5E would have a value of $02) before the camera stops moving rightwards. (Only applies in horizontal levels.)
$7E005F 1 byte Camera The last screen number, plus 1 (so if a level is 2 screens tall (screens 0 and 1 are only accessible), $5F would have a value of $02) before the camera stops moving downwards. (Only applies in vertical levels.)
$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.
$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:


00 None, the player is able to move freely.
01 Flashing as if the player is hurt by an enemy.
02 Get Mushroom animation.
03 Get Feather animation. (Note: To make it work, write to $1496 also.)
04 Get Fire Flower animation. (Note: To make it work, write to $149B also.)
05 Enter a horizontal Warp Pipe.
06 Enter a vertical Warp Pipe.
07 Shoot from a slanted pipe.
08 Shoot up into the sky (Yoshi Wings)
09 End level without activating overworld events. (Dying)
0A Castle entrance moves.
0B Freeze player.
0C Castle destruction moves.
0D Enter a door.
$7E0072 1 byte Player Player is in the air flag. This is set to a certain value depending on how the player got in the air in the first place, and in what state he is 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.

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 he's 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.
Also, when airborne, the value in this address appears to be stored to $7E:13E0, which also explains the otherwise odd values used for the different airborne phases.
$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. #$7F is the fastest rightwards speed, while #$80 is the highest leftwards. +/-#$14 is fully walking, +/-#$2F is fully running. #$01-#$7F is right, #$80-#$FF is left, #$00 is standing still.
$7E007C 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E007D 1 byte Player Player Y speed. #$00-#$7F = falling, #$80-#$FF = rising. #$80 is the highest upwards speed, while #$7F is the highest downwards speed. #$46 is the maximum fall speed, #$B3 is the normal jump speed, and #$A4 is the jump speed when fully running.
$7E007E 2 bytes Player Player X position (16-bit), within the borders of the screen.
$7E0080 2 bytes Misc. 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.
$7E0088 1 byte Player How long player goes into a pipe until he warps 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.

#$00 = Enter a right-facing horizontal pipe.
#$01 = Enter a left-facing horizontal pipe.
#$02 = Enter a down-facing vertical pipe.
#$03 = Enter an up-facing vertical pipe.
#$04 = Exit from a left-facing horizontal pipe.
#$05 = Exit from a right-facing horizontal pipe.
#$06 = Exit from an up-facing vertical pipe.
#$07 = Exit from a down-facing vertical pipe.

Also:
Serves as a timer for the No Yoshi cutscenes for each controller command (for the table at $00:C848).
$7E008A 3 bytes Misc. Used for quite a number of things.

Altogether, it's a 24-bit pointer to the location of the compressed graphics files inside the ROM.

Furthermore, these addresses all appear to be used as scratch RAM. For example, solely $7E:008A is used as number of options to select in a blinking cursor menu.
$7E008D 3 bytes Misc. This forms a 24-bit pointer to part of the decompressed graphics; starts at $7E:ACFE/F and keeps decrementing.
The three seperate RAM addresses have multiple purposes, however.
$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 The direction to move the player out of a block.
#$01-#$07 are up, #$08-#$0F are down. Directly storing to it is ineffective as $7E:0090 will be used to overwrite it at $00:EE19.
$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 $7E:00D1).
It's also used as a player X position on-screen on the overworld border.
$7E0096 2 bytes Player Player Y position (16-bit) within the level, next frame (calculates player position one frame ahead, as opposed to $7E:00D3).
It's also used as a player Y position on-screen on the overworld border.
$7E0098 1 byte Misc. Y position of block the player is touching, low byte. Also used in the creation of various sprite types/other blocks.
$7E0099 1 byte Misc. Y position of block the player is touching, high byte. Also used in the creation of various sprite types/other blocks.
$7E009A 1 byte Misc. X position of block the player is touching, low byte. Also used in the creation of various sprite types/other blocks.
$7E009B 1 byte Misc. X position of block the player is touching, high byte. Also used in the creation of various sprite types/other blocks.
$7E009C 1 byte Blocks Map16 tile to generate (used with $00:BEB0). 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.
$7E009E 12 bytes Sprites Sprite number, or Acts Like setting for custom sprites.
$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 Used by Lunar Magic for various purposes.
$7E:00FE is the current level number plus 1 (so Yoshi's Island 1 would store #$0106 here). It's used for the custom palette loading code. #$0000 means that the custom palette won't be loaded (this is probably used for castle intros and/or credits).
The rest is unknown.

Originally, this address is empty, and it's cleared at reset, titlescreen and overworld load.
$7E0100 1 byte Misc. Game Mode. A list of valid values can be found here.
$7E0101 4 bytes Misc. Currently loaded sprite GFX files - stored in reverse order.
$7E0105 4 bytes Misc. Currently loaded layer 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.
$7E0200 544 bytes I/O OAM table - handles all sprite tiles that are on screen. Each "slot" has four bytes per tile, in the order X position, Y position, tile number, YXPPCCCT. Tiles which are currently unused are usually marked as such by giving them a Y position of #$F0 (which is offscreen).

Various tiles are documented here. Note that:
Code
$7E0310-$7E0313 is for the player's upper half
$7E0314-$7E0317 for the player's lower half
$7E0318-$7E031B is for the player's hand.

Additionally, $0400-$041F handles an additional ninth bit of the X position, as well as the tile's size (generally, 8x8 vs 16x16). However, it can't be used, as it will be overwritten each frame using the data at $0420-$049F; you should instead write the data there.
$0400 Handling
$7E0420 128 bytes Sprites A table that determines the size of a sprite tile - 8x8 (#$00) or 16x16 (#$02). Each byte corresponds to four OAM bytes. Stores to $7E:0400-$7E:041F (where each two bits correspond to four OAM bytes.)
The lowest bit (#$01) is also used for the high bit of the X position.
$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 $7E:0682.
#$03 = Use table at $7E:0905.
#$06 = Use table at $7E: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. $7E:0682 holds the amount of bytes to transfer, $7E:0683 holds the color number (stored to SNES register $2121), the bytes afterwards hold the actual color values transferred to the CGRAM. Further, this table may be indexed by $7E: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 $7E: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 background color $7E:0701/2.
$7E0905 496 bytes Palettes Copy of palettes 0-F from $0703-$08F2. Only the first half of palette F is included. It is used in overworld path events fading in ($04:EAA0), and level ending fade in/out ($00:AF9D).
$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 $00:B08D to [80 01 EA].
$7E0AF6 256 bytes Misc. Used for three different things:
1. Decompressed overworld graphics, animated tiles. For that it also cooperates with $7E:0BF6-$7E:0C55.
2. Iggy's/Larry's platform interaction. (16x16 tiles in a 16x16 square.)
3. Various tables for the Yoshi eggs at the credits, such as how much time must be waited until a new egg breaks, Y speed tables. See this post.
$7E0BF6 384 bytes Misc. Decompressed GFX for tiles #$4A-#$4F, #$5A-#$5F of SP1.
$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). The latter 10 bytes are for the bottom half of each 16x16 tile (same order).
$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 and Roy'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).
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