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SMW Memory Map
Displaying 25 out of 841 addresses. Show Waiting Addresses (11)
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RAM Address Length Type Description Details
$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.
Note: Set to $FF during Ludwig and Reznor boss battles, in these cases, the screen scroll range is X=$0000 to X=$0080 (1 and a 1/2 screen wide area)
$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.
Note: During Ludwig and Reznor boss battles, this is set to $00, in these cases, the screen scroll range is X=$0000 to X=$0080 (1 and a 1/2 screen wide area)
$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 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.

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.
$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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