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SMW Memory Map
Displaying 24 out of 824 addresses. Show Waiting Addresses (1)
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RAM Address Length Type Description Details
$7E1FFB 1 byte Palettes Lightning flash color index. Only #$00-#$07 are actually used. #$07 is the brightest shade of white, the lower the value, the closer to black it gets. This address gets its value from the table at $04:F700.
$7E1FFC 1 byte Timer How long to wait until the next lightning flash is generated. Gets its value from a table at $04:F6F8, which in turn gets its index from a "random" value in the routine of $04:F708 & #$07. This address decrements after the previous lightning flash has ended.
$7E1FFD 1 byte Timer How long a lightning flash should last, per color change. Is set to #$08 frames for the first color flash (the most bright one), then it's set to #$04 frames for the following color flashes which are becoming less and less bright. Decrements every frame.
$7E1FFE 1 byte Flag Whether to update the background in the first part of the credits, or not.
#$00 = Don't update the background.
#$01 = Do update the background.
$7E1FFF 1 byte Empty Empty. Cleared on reset and titlescreen load.
$7E2000 23808 bytes Graphics GFX32 decompressed. Written while the Nintendo Presents logo is shown and never modified after that, but often read.
$7E7D00 12288 bytes Graphics GFX33 decompressed. Written while the Nintendo Presents logo is shown and never modified after that, but often read.
$7EAD00 3072 bytes Graphics GFX file decompression buffer. Decompressed as 3bpp (3kb) for unexpanded GFX and as 4bpp for expanded.
Also used for Lunar Magic's extra animated tile space.
$7E:B900 is also used as additional buffer kilobyte.
$7EB900 1024 bytes Blocks Layer 2 tilemap, low byte. Format: First two 16x27 rectangles, then 160 25s that are never read.

Also used on the overworld during the switch block events for various purposes:
$7EB900-$7EB927 = Switch block X position, high byte
$7EB928-$7EB94F = Switch block Y position, high byte
$7EB950-$7EB977 = Switch block Z position, high byte
$7EB978-$7EB99F = Switch block X position, low byte
$7EB9A0-$7EB9C7 = Switch block Y position, low byte
$7EB9C8-$7EB9EF = Switch block Z position, low byte
$7EB9F0-$7EBA17 = Switch block X speed
$7EBA18-$7EBA3F = Switch block Y speed
$7EBA40-$7EBA67 = Switch block Z speed
$7EBA68-$7EBA8F = Accumulating fraction bits for fixed point switch block X speed
$7EBA90-$7EBAB7 = Accumulating fraction bits for fixed point switch block Y speed
$7EBAB8-$7EBADF = Accumulating fraction bits for fixed point switch block Z speed
$7EBD00 1024 bytes Blocks Layer 2 tilemap, high byte; same format as $7E:B900. Writing to this area with the gfx+2 patch installed generates BG garbage and should never be done.
$7EC100 1408 bytes Empty Empty, untouched RAM on an unhacked ROM. Lunar Magic uses it to store ExAnimation graphics data if the ExAnimation file is larger than 0x1400 bytes. Maximum size is 0x1B00, or enough for 0xD8 4bpp 8x8 tiles, in which case all of $7E:AD00-$7E:C7FF is used.
$7EC680 96 bytes Misc. Tilemap of Mode 7 bosses (Ludwig, Roy, Morton and Bowser).
$7EC6E0 288 bytes Empty Empty, untouched RAM on an unhacked ROM. In a hacked ROM, it may be occupied by ExAnimation data (see $7E:C100).
$7EC800 14336 bytes Blocks Map16 Low Byte Table.
For horizontal levels, $1B0 tiles per screen, where each screen can be indexed using the format ------y yyyyxxxx. $7E:FE00-$7E:FFFF are unused.
For vertical levels, $200 bytes per screen, with the format --sssssx yyyyxxxx. All bytes are used.
If layer 2 or 3 is interactive in the level, it uses screens 10-1F (0E-1B in vertical levels).

On Lunar Magic version 3+, refer to this document for the blocks format for other level dimensions.


On the overworld:
$7E:C800-$7E:CFFF (2048 ($800) bytes) is used as the Layer 1 tilemap for the overworld.
To index this table, use $7E:1F11, $7E:1F1F, and $7E:1F21 to find Mario, or use $7E:1F12, $7E:1F23, and $7E:1F25 to find Luigi.
X position / 16: %---- ---- ---X xxxx
Y position / 16: %---- ---- ---Y yyyy
Index to this table: %---- -SYX yyyy xxxx
* If Mario is on a submap, the S bit is set.

$7ED000-$7ED7FF (2048 bytes) is used as a table that contains the translevel numbers for every Layer 1 tile, in the format of $7E13BF.
$7ED800-$7EDFFF (2048 bytes) is used as a table that contains the path direction settings for every Layer 1 tile, in the format of $04D678.
$7EE400-$7EEBFF (2048 bytes) is used for uploading the Layer 1 tile map to VRAM in 2KB chunks. One chunk is uploaded per frame for four frames during transitions between the main overworld and submaps. Data is refreshed after each DMA.
$7F0000 16384 bytes Overworld Layer 2 event tilemap of the overworld. $7F:0D00-$7F:3FFF is empty (untouched) RAM on a vanilla ROM, but LM uses it to hold the expanded layer 2 event tilemap on a hacked ROM.
LM also uses $7F:0000 and upwards to store title screen movement (three bytes every time a key is pressed or released, or if the same keys are held for #$FF frames), and $7F:0B44-$7F:1343 are also used as buffer for dynamic sprite graphics because of them being uploaded during V-Blank.
$7F4000 16384 bytes Overworld The Layer 2 tilemap of the whole overworld (including submaps, starting at $7F:6000). It does NOT affect the event tiles. The tiles are also 8x8. The tilemap starts from the top left corner of the main overworld. Format is as following:
[Tile number], [Tile properties]
This table is also used for a RAM buffer for the credit cutscene backgrounds.
$7F8000 387 bytes Sprites Unrolled loop which, executed once per each frame, writes to OAM to put all sprites outside the screen (this clears the OAM slots by setting their Y positions to #$F0). Note: Not executed during pause.
$7F8183 504 bytes Empty Empty, untouched RAM.
~420 bytes used in LM 1.70+ for VRAM modification.
$7F837B 2 bytes Misc. Current length of the $7F837D stripe image, excluding the FF terminator. Used to allow two subroutines to write to $7F837D in the same frame.
$7F837D 5118 bytes Misc. VRAM upload table, as a stripe image. Used for things that change in the middle of the screen, such as ? blocks. Uploaded and reset every frame; most frames, it's empty.

Not all of it is used during normal gameplay, so $7F:8600+ shouldn't be dangerous to use.

See here for more info.
$7F977B 768 bytes Misc. Mario/Luigi Start, Game Over, Time Up etc. messages Graphics, decompressed.
$7F9A7B 512 bytes Sprites Position of Wiggler's segments.
$7F9C7B 11141 bytes Empty Empty RAM which is entirely untouched.
This area is used by many SMW hacking tools, so hacked ROMs are likely to use some of the addresses found here. A list of RAM addresses used by several SMW hacking tools can be found here.
A few more addresses are documented here. [TODO: Merge those into SMWiki once it unlocks.]
$7FC800 14336 bytes Blocks Map16 high byte table. Same format as $7E:C800.
$7F:FFF8 through $7F:FFFD are also used by Lunar Magic's title screen recording ASM.
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