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SMW Memory Map
Displaying 25 out of 824 addresses. Show Waiting Addresses (3)
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RAM Address Length Type Description Details
$7E1480 1 byte Sprites Width between the top left window ($7E:1472) and the bottom left window ($7E:1476) of the spotlight. This value is always positive, and its sign flag is saved at $7E:1484.
$7E1481 1 byte Sprites Width between the top right window ($7E:1474) and the bottom right window ($7E:1478) of the spotlight. This value is always positive, and its sign flag is saved at $7E:1485.
$7E1482 1 byte Flag Used as a flag in the spotlight code to skip initialization of the top left, top right, bottom left, and bottom right RAM addresses.
#$00 = Run initialization; #$01 = Do not run initialization.
$7E1483 1 byte Sprites Used as a flag for the current direction the spotlight is moving. #$00 = spotlight is moving right; #$01 = spotlight is moving left.
$7E1484 1 byte Sprites A flag used in the spotlight code to determine which side of the top left window border the bottom left window border is on.
#$00 = bottom left is more to the left; #$01 = bottom left is on the same position, or more to the right.
$7E1485 1 byte Sprites A flag used in the spotlight code to determine which side of the top right window border the bottom right window border is on.
#$00 = bottom right is more to the left; #$01 = bottom right is on the same position, or more to the right.
$7E1486 1 byte Sprites Unused, set to #$01 in the dark room spotlight sprite. Change $03:C544 to EA EA EA (NOP #3) to change this into free RAM. If that patch is performed, this address is safe for other uses. Cleared on reset, titlescreen load, overworld load and cutscene load.
$7E1487 4 bytes Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E148B 2 bytes Misc. Used by random number generation subroutine to determine the next output.
Do not use these if you want a random number. Use $7E:148D instead.
$7E148D 2 bytes Misc. Output of random number generation routine, located at $01:ACF9.
$7E148F 1 byte Player Flag used to detect if the player is holding an object (throw block, key, shell, etc.) Also adjusts the player image, different from $7E:1470. This address does store its value to $7E:1470.
If the player is carrying something, this address should usually (not always, regarding the glitch) prevent the player from holding a second item.
#$00 = Carrying nothing; #$01 = carrying something.
$7E1490 1 byte Timer Star power timer. Decrements every fourth frame, except when lock flag ($9D) AND while the freezable frame counter ($14) has a value divisible by 4, will decrement each frame (assuming it's a glitch). The music will revert when this timer reaches #$1E.
$7E1491 1 byte Sprites Amount of pixels on the X/Y axis a sprite has moved in the current frame. It is set after every call to update sprite position based on speed, and the routine that updates both X/Y position based on speed will leave $7E:1491 with the movement on the X axis in this address. Very often used for rideable sprites as this address can be added to the player position to move the player in tandem with the sprite.
$7E1492 1 byte Timer Player peace image timer.
$7E1493 1 byte Timer End level timer. Setting to #$FF will end the level as a goal sphere / boss fight. Peace sign is shown here when the timer hits #$28. The switches (yellow, green, red and blue) set it to #$08.
$7E1494 1 byte Palettes Direction of the color fading at level end. Only the highest bit is ever read.
#$00 = getting darker; #$80 = getting brighter.
$7E1495 1 byte Timer Timer that controls fading and the level end scorecard. Increments and stops when it hits #$40. While it's ticking, the colors will fade; when it's done, $7E:003A through $7E:003D won't be read and the Layer 3 scrolling will be locked.
$7E1496 1 byte Timer Player animation timer. This controls a lot of things such as the walking/running animation rate, how long the death animation should last, how long to stay invisible for after getting the cape, the alternating player images when the player is walking over slippery surfaces, etc.
$7E1497 1 byte Timer Flashing invulnerability timer - not to be confused with the star timer. This is activated when the player gets hurt. Controls both interaction (player should not interact with sprites again) as well as the blinking graphics.
$7E1498 1 byte Timer Time to show player picking an item/object up pose.
$7E1499 1 byte Timer Time for player to face the screen.
$7E149A 1 byte Timer Time to show player kicking something pose.
$7E149B 1 byte Timer Time for the player to change through palettes, as if he got a fire flower. Only ticks when the "get flower" animation is active, and is just a flag otherwise.
$7E149C 1 byte Timer Time to show player shooting a fireball pose.
$7E149D 1 byte Timer Side flipping climbing net sprite flag and timer. Whenever you punch the flipping net, this gets set to #$1E and decrements every frame till it's zero. That's how many frames the spinning animation lasts. It also determines the X speed the player has while he's on the climbing net sprite - this means that it should be decremented every frame in order to avoid issues.
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