$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 |
Player powerup/status:
$00 = small
$01 = big
$02 = cape
$03 = fire
$04-$FF = invalid (may crash the game if powerup items, including 1-Up mushrooms, are grabbed). |
$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 |
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; see $5F instead. |
$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; 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. |
$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. |
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 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. |
$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, 2-complement signed), in 1/16s of a pixel per frame.
- $80-$FF: leftwards speed, with $80 fastest.
- $00: Not moving horizontally.
- $01-$7F: rightwards speed, with $7F fastest.
Note: Player's maximum X speeds, while holding left or right oscillates between (inclusively) $13-$15 (walking) and $2F-$31 (dashing). The oscillation is due to the code applying deceleration when Mario is at or above the max speed, rather than just setting his speed to the max value. |
$7E007C
|
1 byte |
Empty |
Empty. Cleared on reset, titlescreen load, overworld load and level load. |
$7E007D
|
1 byte |
Player |
Player Y speed (8-bit, 2-complement signed), in 1/16s of a pixel per frame:
- $80-$FF: Upwards speed, with $80 being the fastest (launches the player the highest)
- $00: Not moving vertically.
- $01-$7F: Downwards speed, with $7F being the fastest.
Note: $43 (when holding jump) $46 (not holding jump) is the maximum fall speed. Although $40 is the intended max speed (see at $00D7AF), the code first caps the downwards speed, and then apply the gravitational acceleration (increases Y speed by $03 or $06) afterwards.
When jumping, $B3 is the normal jump speed, and #$A4 is the jump speed when fully running. |
$7E007E
|
2 bytes |
Player |
Player X position (16-bit), within the borders of the screen. |
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