SMW Memory Map
Displaying 50 out of 841 addresses.
View: moderated | waiting (13)
RAM Address | Length | Type | Description | Details |
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$7E005D | 1 byte | Misc. | Number of screens in level (equivalent to the "number of screens" setting in Lunar Magic). Note that there is no differentiation here between horizontal and vertical levels, so you will need to check that seperately before using this address to handle the maximum X or Y position of something. See $5E instead for specifically horizontal levels, or $5F for specifically vertical levels. Also set to FF in Ludwig and Reznor's boss rooms. Instead, those rooms used a fixed width of 1.5 screens. |
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$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, where it is always set to 01; see $5F instead. Also set to 00 in Ludwig and Reznor's boss rooms. Instead, those rooms used a fixed width of 1.5 screens. |
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$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, where it is always set to 01; 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. Also used during the staff roll sequence of the credits to hold some data about the current line being uploaded to VRAM: - $65-$66 is used to hold the first two bytes of the stripe image header for the current line (in little endian), mainly for keeping track of the Y position. - $67 tracks the current line number being written, with a line defined as two consecutive 8x8 rows. |
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$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 states. When nonzero, the player character is performing an action and cannot be controlled by the player. Often used for cutscenes. | 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 they are 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. NOTE: Hitting bottom-solid sprites like invisible solid block, message block etc. does NOT set $72 to this value as cape mario. 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 they're 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. |
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$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. |
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$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. |
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$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. |
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$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. |
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$7E007B | 1 byte | Player | Player X speed (8-bit, signed), in 1/16s of a pixel per frame. Positive speeds (01-7F) are rightwards while negative speeds (80-FF) are leftwards. | |
$7E007C | 1 byte | Empty | Empty. Cleared on reset, titlescreen load, overworld load and level load. | |
$7E007D | 1 byte | Player | Player Y speed (8-bit, signed), in 1/16s of a pixel per frame. Positive speeds (01-7F) are downwards while negative speeds (80-FF) are upwards. SMW generally restricts Mario's downwards speed to a maximum of #$40, although because the game applies gravity after capping the speed, the actual maximum downwards speed is either #$43 (holding A/B) or #$46 (not holding A/B). |
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$7E007E | 2 bytes | Player | Player X position (16-bit), within the borders of the screen. | |
$7E0080 | 2 bytes | Player | 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. |
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$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. |
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$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. Note that this address is used as freeram by the SA-1 patch. |
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$7E0088 | 1 byte | Player | How long the player goes into a pipe until they warp to another level. Also used as a timer in the castle destruction scenes for holding inputs. |
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$7E0089 | 1 byte | Player | Action to take when the player enters or exits from a pipe (see valid values). It also serves as a timer for the No Yoshi cutscenes for each controller command (for the table at $00:C848). |
Valid Values |
$7E008A | 3 bytes | Misc. | Used as scratch RAM by various routines; see details for more info. | Usage |
$7E008D | 3 bytes | Misc. | Used as scratch RAM in multiple locations:
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$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 | Y position of the player's head and feet within a block. For the head interaction, this is calculated by taking the player's Y position, adding it with the interaction point offset of MarioAbove, and limiting it to the lowest four bits. For the feet interaction, this is handled by simply storing $7E0090 (the player's Y position within the block) to this address. This is used to calculate how far the interaction points are inside of a block (values of $00 - $07 denotes the top half while $08 - $0F denotes the bottom half) and to determine which direction the player should be pushed out if the block is solid. |
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$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 $D1). It's also used as a player X position on-screen on the overworld border. NOTE: During player interaction with blocks on Layer 2, this value is modified to be relative to Layer 2's position rather than Layer 1. This can be checked via $1933, and can be offset back to Layer 1 by subtracting $26. |
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$7E0096 | 2 bytes | Player | Player Y position (16-bit) within the level, next frame (calculates player position one frame ahead, as opposed to $D3). It's also used as a player Y position on-screen on the overworld border. NOTE: the player's Y position is not affected by their powerup, nor whether they are crouching; the point will always be 32 pixels above their feet. However, if riding on Yoshi, their Y position does get offset 16 pixels upwards. Additionally, during player interaction with blocks on Layer 2, this value is modified to be relative to Layer 2's position rather than Layer 1. This can be checked via $1933, and can be offset back to Layer 1 by subtracting $28. |
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$7E0098 | 4 bytes | Misc. | Position (in pixels) of the collision point currently being processed for player interaction with blocks in the level. Also used in the creation of various sprite types/other blocks. $98-$99: 16-bit Y position $9A-$9B: 16-bit X position Note that this position is with respect to the top left of the layer being processed. Hence, if Layer 1 and Layer 2 are offset from each other, this value will differ between the two, even when Mario is at the same position with respect to the level. Also note that, in vertical levels, the X and Y position may be swapped after running certain block changing routines (e.g. $00BEB0 or the ChangeMap16 routine included with various tools). |
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$7E009C | 1 byte | Blocks | Map16 tile to generate (used with $00BEB0). | 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. Set by a number of events such as screen scrolling, entering pipes, dying, and more. Notably, not set when the game is actually paused by $13D4, since most resource processing is skipped altogether by that flag. However, UberASM codes still run prior to that flag being checked, so in those you'll need to check both to prevent any unwanted code from running while the game is frozen. |
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$7E009E | 12 bytes | Sprites | Sprite number, or Acts Like setting for custom sprites. To check the actual sprite ID for custom sprites, see $7FAB9E instead. | |
$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. | |