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SMW Memory Map
Displaying 150 out of 843 addresses. Show Waiting Addresses (2)
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RAM Address Length Type Description Details
$7E14C7 1 byte Empty Empty. Cleared on reset, titlescreen, overworld and cutscene load.
$7E14C8 12 bytes Sprites Sprite status table.
States 08 and above are considered alive; sprites in other states are dead and should not be interacted with.
Valid Values
$7E14D4 12 bytes Sprites Sprite Y position, high byte.
$7E14E0 12 bytes Sprites Sprite X position, high byte.
$7E14EC 12 bytes Sprites Accumulating fraction bits for fixed point sprite Y speed.
$7E14F8 12 bytes Sprites Accumulating fraction bits for fixed point sprite X speed.
$7E1504 12 bytes Sprites Miscellaneous sprite table. In the original game, it's only used in the revolving brown platform and nowhere else. More information can be found here.
$7E1510 12 bytes Sprites Miscellaneous sprite table. In the original game, it's only used in the revolving brown platform and nowhere else. Unlike $1504 (and every other sprite table), it is also not cleared by the sprite table initialization routine. More information can be found here.
$7E151C 12 bytes Sprites Miscellaneous sprite table. In SMW, it's used for vertical directions, and Yoshi uses it to determine which sprite to spawn out of an egg.
$7E:1520-$7E:1523 is a 'Reznor killed flag'. If a byte is set to #$01, the Reznor will disappear. Byte 1 is for Reznor 1, byte 2 for Reznor 2 and so on. More information can be found here.
$7E1528 12 bytes Sprites Miscellaneous sprite table. In SMW, it's used for Chargin' Chuck HP, Thwomp's face expression, etc. More information can be found here.
$7E1534 12 bytes Sprites Miscellaneous sprite table.
Certain powerups use this table as a blink-fall flag.
#$00 = Off; #$01 = On, powerup will blink and fall straight down.
The game stores #$01 here when it drops the reserved item from the item box. The blink-fall flag affects the Super Mushroom and the Fire Flower, but not the Cape Feather. The blink-fall flag also affects some other sprites, at least the Starman, the 1-Up mushroom and the coin sprite, but these sprites might glitch if you set the flag.
One glitch is that the blinking sprite-coin permanently occupies a sprite slot if it falls off the level, so that it might prevent the spawning of other common sprites.
Other than that, this address has many different purposes. More information can be found here.
$7E1540 12 bytes Sprites Miscellaneous sprite table. Table decrements itself once per frame, except for carryable sprites, where it decrements every second frame (the code at $0196D7 “slows” the timer by 1/2 by incrementing it every even frames ($13), which results in a decrement every odd frames).

Various sprites use this table as a stun timer. For example, this timer controls when flipped Goombas and squashed Mecha-Koopas decide to rise and walk. This table is also the sprite spinjump death frame counter - that is, how long to show the "spinjumped" image when the sprite is killed by a jump of such sorts. More information can be found here.
$7E154C 12 bytes Sprites Miscellaneous sprite table. Used as a timer to disable sprite contact with the player. Table decrements itself once per frame. More information can be found here.
$7E1558 12 bytes Sprites Miscellaneous sprite table. Used as a timer for how long a sprite is sinking in lava/mud. Table decrements itself once per frame. More information can be found here.
$7E1564 12 bytes Sprites Miscellaneous sprite table. Used as a timer to disable sprite contact with other sprites. Table decrements itself once per frame. More information can be found here.
$7E1570 12 bytes Sprites Miscellaneous sprite table. In SMW, it's used as a frame counter for timed lifts (amount of frames until it hits zero), a frame counter that indicates when sprites #$00-#$13 that have the 'Follow player' flag set should turn, etc. More information can be found here.
$7E157C 12 bytes Sprites Miscellaneous sprite table. It's most often used as a horizontal sprite direction table. #$00 = Right; #$01 = Left. More information can be found here.
$7E1588 12 bytes Sprites Sprite blocked status table. Format: asb?udlr.
a = touching Layer 2 from above.
s = touching Layer 2 from the side.
b = touching Layer 2 from below.
? = unknown, probably unused.
u = up.
d = down.
l = left.
r = right.
$7E1594 12 bytes Sprites Miscellaneous sprite table. In classic Piranha Plants, it is used to check if the sprite should be made visible and have interaction with the player. If it's any non-zero value, that Piranha Plant will become invisible. More information can be found here.
$7E15A0 12 bytes Sprites Sprite off screen flag table, horizontal.
$7E15AC 12 bytes Sprites Miscellaneous sprite table. It's often used as a timer to determine how long it takes to turn around. Table decrements itself once per frame. More information can be found here.
$7E15B8 12 bytes Sprites Determines what kind of slope a sprite is on. Valid Values
$7E15C4 12 bytes Sprites Flag set if a sprite is more than 4 tiles horizontally offscreen. Used by a few large sprites (e.g. turnblock bridges and chained platforms) to determine whether to draw any of the sprite at all.
$7E15D0 12 bytes Sprites Flag for whether the sprite is on Yoshi's tongue. #$00 = No; #$01 = Yes.
$7E15DC 12 bytes Sprites Flag to disable sprite interaction with objects. Ghost house ledge holes store their sprite index (plus one) to this to make sprites fall through the ground, but any non-zero value will work.
$7E15E8 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E15E9 1 byte Sprites Sprite index for the current sprite that is being processed.
$7E15EA 12 bytes Sprites Sprite index to the OAM table.
$7E15F6 12 bytes Sprites Sprite YXPPCCCT table. Many sprites use it in their graphics routines.
$7E1602 12 bytes Sprites Miscellaneous sprite table. Often used as graphics pointer. More information can be found here.
$7E160E 12 bytes Sprites Miscellaneous sprite table. In SMW, it is used to keep track of things such as the green bouncing Koopa's Y speed and the sprite number of certain spawned, kicked, etc. sprites. More information can be found here.
$7E161A 12 bytes Sprites Sprite index to the load status table (see $7E1938). $FF means the sprite won't be reloaded.
$7E1626 12 bytes Sprites Miscellaneous sprite table. Consecutive enemies killed by a sprite table. Each byte is how many sprites that particular sprite has killed. In SMW, this applies to sprites that can be thrown, such as Koopa shells. More information can be found here.
$7E1632 12 bytes Sprites "Sprite is behind scenery" flag. Used by, among others, the net Koopas.
$7E163E 12 bytes Sprites Miscellaneous sprite table. Table decrements once per frame. In SMW, it's used as e.g. a timer that, when it's zero, makes Ludwig face the player, while he's spitting fireballs. More information can be found here.
$7E164A 12 bytes Sprites Sprite is in liquid indicator table. #$00 = Sprite not in liquid; #$01 = Sprite in water; #$80 = Sprite in lava.

Also used in the Morton/Roy battle as an indicator that the walls have to close in, and in Bowser's fight to indicate the music after Bowser is defeated has already started.
$7E1656 12 bytes Sprites Sprite properties, first Tweaker/MWR byte.
Format: sSjJcccc
s=Disappear in cloud of smoke
S=Hop in/kick shells
j=Dies when jumped on
J=Can be jumped on (false = player gets hurt if he jumps on the sprite, but can bounce off with a spin jump)
cccc=Object clipping
$7E1662 12 bytes Sprites Sprite properties, second Tweaker/MWR byte.
Format: dscccccc
d=Falls straight down when killed
s=Use shell as death frame
cccccc=Sprite clipping
$7E166E 12 bytes Sprites Sprite properties, third Tweaker/MWR byte.
Format: lwcfpppg
l=Don't interact with layer 2 (or layer 3 tides)
w=Disable water splash
c=Disable cape killing
f=Disable fireball killing
ppp=Palette
g=Use second graphics page
$7E167A 12 bytes Sprites Sprite properties, fourth Tweaker/MWR byte.
Format: dpmksPiS
d=Don't use default interaction with player
p=Gives power-up when eaten by Yoshi
m=Process interaction with player every frame
k=Can't be kicked like a shell
s=Don't change into a shell when stunned
P=Process while off screen
i=Invincible to star/cape/fire/bouncing bricks
S=Don't disable clipping when killed with star
$7E1686 12 bytes Sprites Sprite properties, fifth Tweaker/MWR byte.
Format: dnctswye
d=Don't interact with objects
n=Spawns a new sprite
c=Don't turn into a coin when goal passed
t=Don't change direction if touched
s=Don't interact with other sprites
w=Weird ground behavior
y=Stay in Yoshi's mouth
e=Inedible
$7E1692 1 byte Sprites Sprite memory setting from header.
$7E1693 1 byte Blocks For the regular tiles in SMW, this holds the low byte of the Map16 number (Y contains the high byte). Within custom block code, this contains the low byte of the "acts like"/"act as" setting, Y has the high byte, and $03-$04 contain the actual Map16 number. This gets its value from a pointer to the Map16 tile table at $7E:C800 (Y gets its value from $7F:C800).
$7E1694 1 byte Blocks How many pixels the sprite should move down from the nearest 16x16 tile. Originally, its data comes from the table at $00:E632.
$7E1695 1 byte Misc. Used most often in tracking the second sprite being checked in various interaction routines, for example the second sprite's index in the sprite contact routine. It also serves a use during checking when a sprite is entering/exiting water.
$7E1696 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.
$7E1697 1 byte Counter Consecutive enemies stomped.
$7E1698 1 byte Sprites Current index being processed for a variety of sprite types, specifically minor extended sprites, bounce sprites, quake sprites, and smoke sprites.
$7E1699 4 bytes Sprites Bounce sprite type number. Valid Values
$7E169D 4 bytes Sprites Bounce sprite initialization flag table. #$00 = bounce sprite in init routine; #$01 = bounce sprite in main routine. Used for several things, such as generating tile 152 (invisible solid) once only.
$7E16A1 4 bytes Sprites Bounce sprite Y position, low byte.
$7E16A5 4 bytes Sprites Bounce sprite X position, low byte.
$7E16A9 4 bytes Sprites Bounce sprite Y position, high byte.
$7E16AD 4 bytes Sprites Bounce sprite X position, high byte.
$7E16B1 4 bytes Sprites Bounce sprite Y speed.
$7E16B5 4 bytes Sprites Bounce sprite X speed.
$7E16B9 4 bytes Sprites Accumulating fraction bits for bounce sprite X speed.
$7E16BD 4 bytes Sprites Accumulating fraction bits for bounce sprite Y speed.
$7E16C1 4 bytes Sprites Bounce sprite turns into Map16 tile. This uses the same values as $7E:009C.
$7E16C5 4 bytes Sprites Bounce sprite timer - amount of frames until bounce sprite disappears. Turn blocks are set to spinning mode when this timer runs out.
$7E16C9 4 bytes Sprites Block bounce sprite table.
Format: L-----DD
L is which layer it is on. Clear means it's on layer 1, set means it's on layer 2 (or layer 3 if applicable).
DD is the direction it is moving in. 00 = up; 01 = right; 10 = left; 11 = down.
The -'s are unknown. They're likely unused, but that's not certain yet.
$7E16CD 4 bytes Sprites Quake/interaction sprite type. 0 = empty, 1 = hitting/breaking a block, 2 = Yoshi's stomp.
$7E16D1 4 bytes Sprites Quake/interaction sprite X position, low byte.
$7E16D5 4 bytes Sprites Quake/interaction sprite X position, high byte.
$7E16D9 4 bytes Sprites Quake/interaction sprite Y position, low byte.
$7E16DD 4 bytes Sprites Quake/interaction sprite Y position, high byte.
$7E16E1 6 bytes Sprites Score/1-Up sprite number. Valid Values
$7E16E7 6 bytes Sprites Score/1-up sprite Y position, low byte.
$7E16ED 6 bytes Sprites Score/1-up sprite X position, low byte.
$7E16F3 6 bytes Sprites Score/1-up sprite X position, high byte.
$7E16F9 6 bytes Sprites Score/1-up sprite Y position, high byte.
$7E16FF 6 bytes Sprites Score/1-up sprite Y movement - how long the score sprite should move upwards. It is not possible to go down, and the maximum amount of frames is #$30. Additionally, the sprite is twice as slow with #$10-#$1F as with #$20-#$2F, and four times as slow with #$00-#$0F. The sprite terminates itself when this hits zero.
$7E1705 6 bytes Sprites Layer the score/1-up sprite is on. Used to control its position.
$7E170B 10 bytes Sprites Extended sprite number. Last two bytes reserved for fireballs. Valid Values
$7E1715 10 bytes Sprites Extended sprite Y position, low byte. Last two bytes reserved for fireballs.
$7E171F 10 bytes Sprites Extended sprite X position, low byte. Last two bytes reserved for fireballs.
$7E1729 10 bytes Sprites Extended sprite Y position, high byte. Last two bytes reserved for fireballs.
$7E1733 10 bytes Sprites Extended sprite X position, high byte. Last two bytes reserved for fireballs.
$7E173D 10 bytes Sprites Extended sprite Y speed. Last two bytes reserved for fireballs.
$7E1747 10 bytes Sprites Extended sprite X speed. Last two bytes reserved for fireballs.
$7E1751 10 bytes Sprites Accumulating fraction bits for extended sprite Y speed. The last two bytes are for the player's fireballs.
$7E175B 10 bytes Sprites Accumulating fraction bits for extended sprite X speed. The last two bytes are for the player's fireballs. The fireballs also use this table for a hit flag table.
$7E1765 10 bytes Sprites Extended sprite table. Most extended sprites increment this table and use it for their GFX table. (Use a different image every x frames.)
$7E176F 10 bytes Sprites Extended sprite table with multiple purposes. Fireballs use it as a frame counter table when they hit an object. Various other extended sprites, such as the trail of smoke, use it as a graphics pointer. Table decrements once per frame.
$7E1779 10 bytes Sprites Extended sprite goes behind layers flag. Last two bytes reserved for fireballs.
$7E1783 8 bytes Sprites Shooter number. #$00 = None, #$01 = Bullet Bill shooter, #$02 = Torpedo Launcher.
$7E178B 8 bytes Sprites Shooter Y position, low byte.
$7E1793 8 bytes Sprites Shooter Y position, high byte.
$7E179B 8 bytes Sprites Shooter X position, low byte.
$7E17A3 8 bytes Sprites Shooter X position, high byte.
$7E17AB 8 bytes Sprites Amount of time it takes for a shooter to shoot the next sprite. Decrements every 2 frames via $13.
$7E17B3 8 bytes Sprites Shooter's index to level table (see $7E:1938). Curiously, shooters are always reloaded, because there is no routine to erase them.
$7E17BB 1 byte Empty Contains the low byte of the level number when loading the levels, but never read by anything. It's cleared when the loading is done. Can be used as freeram.
$7E17BC 1 byte Misc. How much the Y position of Layer 1 changed in the current frame. Only used by the originally unused winged cage sprite.
$7E17BD 1 byte Misc. How much the X position of Layer 1 changed in the current frame. Used in various instances, for example to check how fast the spinning coins should move horizontally when a goal tape is touched when there are sprites on screen.
$7E17BE 1 byte Misc. How much the Y position of Layer 2 changed in the current frame. Used when the player should be still compared to a moving layer 2. For example, it's used by the Layer 2 horizontal scroll sprite, F4.
$7E17BF 1 byte Misc. How much the X position of Layer 2 changed in the current frame.
$7E17C0 4 bytes Sprites Smoke sprite number. Valid Values
$7E17C4 4 bytes Sprites Smoke sprite Y position, low byte.
$7E17C8 4 bytes Sprites Smoke sprite X position, low byte.
$7E17CC 4 bytes Sprites Smoke sprite timer - amount of frames until smoke sprite disappears.
$7E17D0 4 bytes Sprites Spinning coin from block. If zero, the slot is free, otherwise it's occupied by such a spinning coin.
$7E17D4 4 bytes Sprites Spinning coin from block Y position, low byte.
$7E17D8 4 bytes Sprites Spinning coin from block Y speed. $20-$9F will terminate the sprite and cause a score sprite to appear.
$7E17DC 4 bytes Sprites Accumulating fraction bits for fixed point spinning coin from block Y speed.
$7E17E0 4 bytes Sprites Spinning coin from block X position, low byte.
$7E17E4 4 bytes Sprites Spinning coin from block table. Indicates whether the spinning coin is generated from a block on Layer 1, or Layer 2/3. Depending on the layer, it updates its position based on the layer's movements.
$7E17E8 4 bytes Sprites Spinning coin from block Y position, high byte.
$7E17EC 4 bytes Sprites Spinning coin from block X position, high byte.
$7E17F0 12 bytes Sprites Minor extended sprite number. Valid Values
$7E17FC 12 bytes Sprites Minor extended sprite Y position, low byte.
$7E1808 12 bytes Sprites Minor extended sprite X position, low byte.
$7E1814 12 bytes Sprites Minor extended sprite Y position, high byte.
$7E1820 12 bytes Sprites Minor extended sprite Y speed.
$7E182C 12 bytes Sprites Minor extended sprite X speed.
$7E1838 12 bytes Sprites Accumulating fraction bits for fixed point minor extended sprite Y speed.
$7E1844 12 bytes Sprites Accumulating fraction bits for fixed point minor extended sprite X speed.
$7E1850 12 bytes Sprites Minor extended sprite timer. Indicates how long the minor extended sprite is still staying active, on-screen.
$7E185C 1 byte Player Flag to disable player interaction with objects. Ghost house ledge holes store their sprite index (plus one) to this to make Mario fall through the ground, but any non-zero value will work.
$7E185D 1 byte Sprites Related to the spawning of extended sprites. Used to index $7E:17F0 (minor extended sprite type table) if there are no empty slots when an extended sprite needs to be spawned. This is so that the oldest extended sprite can be removed when a new one needs to be made.
$7E185E 1 byte Misc. Sometimes used to keep track of a tile to generate at $00:BEB0 (before storing to $7E:009C); may be in conjunction with $7E:18B6. Also used to determine the player Y position when he's on the line guided rope, used to determine positions and such of Yoshi's tiles, etc.
$7E185F 1 byte Sprites This is the low byte of the Map16 tile (actual tile number, not "acts like" setting) that a sprite is touching vertically. The high byte is at $18D7.

This, $1860, $1862, and $18D7 are set after $019138, the subroutine that allows the sprite to interact with objects, is called. (This includes $01802A, the routine that updates sprite position with gravity, which calls $019138.)
$7E1860 1 byte Sprites This is the low byte of the Map16 tile (actual tile number, not "acts like" setting) that a sprite is touching horizontally. The high byte is at $1862.

This, $185F, $1862, and $18D7 are set after $019138, the subroutine that allows the sprite to interact with objects, is called. (This includes $01802A, the routine that updates sprite position with gravity, which calls $019138.)
$7E1861 1 byte Sprites Which sprite to overwrite if all slots are full. Used for blocks containing sprites and the item box.
Note that only the last two slots can be overwritten using this method.
$7E1862 1 byte Sprites This is the high byte of the Map16 tile (actual tile number, not "acts like" setting) that a sprite is touching horizontally. The low byte is at $1860.

This, $185F, $1860, and $18D7 are set after $019138, the subroutine that allows the sprite to interact with objects, is called. (This includes $01802A, the routine that updates sprite position with gravity, which calls $019138.)
$7E1863 1 byte Sprites Smoke sprite index. Holds the first available smoke image index and resets to #$03 if all of them have been filled and another smoke image is spawned.
$7E1864 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E1865 1 byte Sprites Spinning coin from block index. Holds the first available index and resets to #$03 if all of them have been filled and another coin is spawned.
$7E1866 2 bytes Misc. Two seperate, 8-bit addresses used by the brown chained platform rotation routine. Used to tell if an angle is negative or not. Refer to $7E:0036 also.
$7E1868 1 byte Blocks Used as a mirror of $7E:1693 in stunned sprites. This address here is used to check if a sprite is hitting a smashable block (for example, a question mark block) from below.
$7E1869 2 bytes Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E186B 1 byte Blocks Multiple coin block timer - amount of time until the multiple coin block turns into a used block. Keeps decrementing until it's #$01, after that it stays that value until the block is hit again, at which it's turned into a used block. Then, this address gets set to zero.
$7E186C 12 bytes Sprites Sprite off screen flag table, vertical. For sprites in bank 1, if the sprite is set to be two tiles high (with $190F), then bits 0 and 1 correspond to the top and bottom tiles respectively.

The routine that sets this address in bank 2 and 3 has an error, however; this address instead does the 2-bit functionality if bit 5 of $1662 (which is one of the bits in the sprite clipping value). As a result, some sprites will register as vertically offscreen when they're actually just at the top of the screen.
$7E1878 1 byte Sprites Indicates where the player is on the X axis in relation to the currently-active revolving net door sprite. If this is #$00, the player is perfectly centered on the sprite horizontally. It will be positive if the player is toward the left side of the sprite (the farther left, the bigger the positive number) and negative if the player is toward the right side of the sprite (the farther right, the bigger the negative number).

Is used to calculate the player X speed as the net is turning around sideways.
$7E1879 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E187A 1 byte Yoshi Riding Yoshi Flag. #$00 = No, #$01 = Yes, #$02 = Yes, and turning around.
$7E187B 12 bytes Sprites Miscellaneous sprite table. Has the following purposes:

Sprite stomp immunity flag table - enables stomp immunity for sprites if the flag is set.
Additionally, the changing item sprite uses it to determine which sprite it is (#$00 = mushroom, #$40 = fire flower, #$80 = feather, #$C0 = star), the goal tape determines by this address whether it activates the normal or secret exit, the radius of rotating chain sprites is held by this address, certain Yoshi abilities are handled, etc. More information can be found here.

$7E:1884 is also used to determine what background should be used during the Morton/Roy/Ludwig battle scene. #$00 = Ludwig; #$01 = Morton/Roy.
There is also a bug with the background flames during the Ludwig battle, as they seem to change color upon this address not being #$01. This is responsible for a palette glitch in the original SMW, where the fire turns a greyish blue very briefly. Change $02:8380 to #$80 to fix the bug.
$7E1887 1 byte Timer Time to shake Layer 1.
$7E1888 2 bytes Misc. Layer 1 image relative Y position, used by $7E:1887 (shaking ground). Does not affect Layer 1 interaction. #$0000 = default value, Layer 1's image unchanged. The higher the value (positive, #$0001 and beyond), the more Layer 1 goes up. The lower the value (negative, wraps around to #$FFFF and below) the more Layer 1 goes down.
$7E188A 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load, hurt, death, and taking hit while cape flying ($00:F625 for the last three) and in the Peach Rescued scene ($03:AE39).
$7E188B 1 byte Player Player image-relative Y position, used by $7E:1887 (shaking ground). Does not affect player interaction. Unlike $7E:1888, this is an 8-bit address.
$7E188C 1 byte Flag Flag that determines if the game should keep updating the tile and YXPPCCCT data for the sprite background tiles in the Morton/Roy/Ludwig room.

#$00 = Keep updating; #$01 = Stop updating.
$7E188D 1 byte Misc. Used during the calculation of the X position of the background in the Morton/Roy/Ludwig room. It starts by copying the value from $7E:001A (8-bit) and getting the lowest bit from $7E:001B by using the carry bit. So first, this address is $7E:001A (9-bit) > 1.
This address is then, after it's inverted with EOR #$FF : INC A, used for $7E:0006 (scratch RAM, used for X displacement of all tiles).
$7E188E 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.
$7E188F 1 byte Sprites Used to indicate whether the bonus game is over. It will disable the interaction and movement.
$7E1890 1 byte Counter How many 1-Ups to spawn. (Used for bonus game.)
$7E1891 1 byte Timer P-balloon timer. Ticks down one step per four frames.
Note that setting this doesn't make the player fly away. The flight controller is $7E:13F3.
$7E1892 20 bytes Sprites Cluster sprite number. The pointer for those is at $02:F825. A list of possible values, as well as more information on cluster sprites in general, can be found here. Valid Values
$7E18A6 1 byte Empty Empty, unused RAM. Referenced at $01CF9E (Morton's code) but never actually used. Cleared on reset, titlescreen load, overworld load and level load.
$7E18A7 1 byte Blocks This address is a mirror of $7E:1693, which holds the Map16 number of the current block that is being checked. Primarily used in the Chargin' Chuck turn/throw block detection code.
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