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Tip: Unless you've disabled the bonus game, don't use a goal tape in a vertical level. The bonus game won't appear if a player happens to reach 100 bonus stars there.Not logged in.
SMW Memory Map
Displaying 25 out of 824 addresses. Show Waiting Addresses (1)
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RAM Address Length Type Description Details
$7E141B 1 byte Flag Determines if you have played the bonus game before in the same level before. If it is non-zero (meaning you've played the game before), all blocks in the coin game will always be incorrect.
Note that if you don't hit a single block the first time playing the game, then this will be zero, and you can play the game again.
$7E141C 1 byte Flag What type of goal tape has just been hit, for deciding which event to activate after the goal walk is finished.
Although this value will still be written in vertical levels, it has no effect due to the goal walk not occurring.
Valid Values
$7E141D 1 byte Flag Whether "Mario/Luigi Start!" should be shown or not. Used for castle entrances and the likes.
#$00 = enable; #$01 = disable.
$7E141E 1 byte Yoshi Yoshi has wings flag. The only possible value for this address in the original is #$02, but setting to #$01 will allow the player to throw fireballs if on Yoshi, even if he is not fiery. This will, however, disable flight as well as Yoshi's tongue attack.
It's recalculated each frame.
$7E141F 1 byte Flag Disable No Yoshi Intro flag.
#$00 = regular behavior (depending on the tileset, the No Yoshi Intro is either shown or not).
#$80 = the No Yoshi Intro is disabled, regardless of tileset.
$7E1420 1 byte Counter Yoshi Coins collected. Does not affect amount of Yoshi Coins on status bar.
$7E1421 1 byte Counter Counter used by the invisible 1-Up checkpoints. Starts at zero, and increments with one every time the next checkpoint has been touched. Resets to zero when a checkpoint has been touched that can't be checked yet, for example checkpoint #2 when #1 hasn't been touched yet.
$7E1422 1 byte Counter Amount of Yoshi Coins to display on the status bar. Values #$01 through #$04 are the values where it will display that number of Yoshi Coins, otherwise none are displayed.
$7E1423 1 byte Misc. Indicates which switch palace switch is being pressed.
Its value also varies depending on which side of the switch was pressed. (Left side -> it uses the first value, right side -> it uses the second.)
01/02 = green, 05/06 = yellow, 09/0A = blue, 0D/0E = red.
The bottom halves also set this, but this doesn't trigger anything.
$7E1424 1 byte Timer Used to determine whether or not the victory walk should display the number of collected bonus stars. If it is zero (see also $7E:1900), the amount of collected bonus stars is not displayed. Otherwise, it is. $7E:1900 is stored to it, causing this address to decrement as well. Also note that this value does NOT have any effect on the rest of the bonus text.
$7E1425 1 byte Flag Bonus game flag. If anything non-zero, the bonus game will commence after the level has been cleared.
$7E1426 1 byte Misc. Message box trigger. #$00 = none; #$01 = message 1; #$02 = message 2; #$03 = Yoshi thanks message.
$7E1427 1 byte Misc. Bowser clown car image.
00-Regular
01-Blinking
02-Hurt
03-Angry face
Higher values makes it cycle through the above ones.
$7E1428 1 byte Sprites Used as an index for the frames of the Bowser propeller. Valid frames range from #$00-#$03.
$7E1429 1 byte Sprites Used to calculate which palette to use for Bowser. Valid values range from #$00-#$07. This value is calculated based on the Mode 7 scale factor, with the table at $03:A265.
$7E142A 2 bytes Player Where the player has to be on the screen in order to justify moving the screen. If the player X position relative to the screen is less than $142A - #$000C, then the screen will move left. If the player X position relative to the screen is greater than or equal to $142A + #$000C, the screen will move right.
$7E142C 4 bytes Camera Two 16-bit addresses, $142C and $142E, are set to $142A - #$000C and $142A + #$000C respectively during the screen-scrolling routine, read from to determine whether or not to scroll the screen.
$7E1430 1 byte Blocks Lowest tile that's solid for sprites from below (in addition to 111 through 16D). It's on page 1.
$7E1431 1 byte Blocks Highest tile that's solid for sprites from below (in addition to 111 through 16D) plus 1. It's on page 1.
$7E1432 1 byte Flag Directional coin activation flag. This is set to #$01 when the sprite changes the music, and it is used to prevent the player being able to spawn any more than one instance of the sprite in an entire level, as it carries across sublevels.
$7E1433 1 byte Timer Scaling factor of the circle for the windowing HDMA effects used with the titlescreen, level ending and keyhole.
The closer to zero, the smaller the circle.
Loads titlescreen when value becomes #$F0 or higher.
$7E1434 1 byte Timer Set to #$30 to end level via keyhole. Works as a timer of some sorts, to indicate how long the keyhole sequence should last - but in SMW, this value is never set to anything other than #$00 or #$30. Also, this address freezes player and sprites by storing its value to $7E:13FB, resp. $7E:009D.
$7E1435 1 byte Flag Keyhole growing/shrinking flag. #$00 = growing; #$01 = shrinking.
$7E1436 2 bytes Misc. Used for multiple purposes.
Keyholes use it as the X position of the keyhole animation.
The Iggy/Larry boss fight uses it to control the player's X position when on the ground.

The overworld also uses it when spawning switch palace blocks.
$1436 is used as the current base index to the tables at $7EB900; it increments by 0x08 with each set of blocks up to 0x28, at which point it resets to 0x00.
$1437 is used as a timer for waiting between spawning each set of switch blocks.
$7E1438 2 bytes Misc. Used for multiple purposes.
Keyholes use it as the Y position of the keyhole animation.
The Iggy/Larry boss fight uses it to control the player's Y position when on the ground.

The overworld also uses it when spawning switch palace blocks.
$1438 is the base OAM index of the current block set. Increments by 0x20 with each set of blocks, then resets to 0x00 once it reaches 0xA0.
$1439 is a counter for how many sets of blocks have been spawned. It stops spawning at 0x08, but keeps counting up to 0x0C, at which point the spawn routine ends.
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