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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex-edit at $00EEB2 in the ROM map, you can replay the level without a problem.Not logged in.
SMW Memory Map
Displaying 50 out of 824 addresses. Show Waiting Addresses (13)
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RAM Address Length Type Description Details
$7E143A 1 byte Flag When set to a value that is not zero, this will make the game overwrite tiles #$00 through #$05, #$10 through #$15, #$4A through #$4F and #$5A through #$5F with data it gets from $7F:977B-$7F:9A7A. These are uploaded during V-blank (NMI).
Is used to write the graphics for "MARIO START!", "LUIGI START!", "TIME UP!", "GAME OVER" and "BONUS GAME".
$7E143B 1 byte Misc. Which death message must be displayed. #$14 = "GAME OVER"; #$1D = "TIME UP!".
$7E143C 1 byte Timer Death message animation timer. Amount of time until the two segments come together, such as with "GAME OVER", where the animation goes like this: GAME --> <-- OVER.
Is set to #$C0, decrements by four at a time.
$7E143D 1 byte Timer Timer for the "TIME UP!"/"GAME OVER" death message - how long it should stay active after the two words have come together. Is set to #$FF, decrements by one at a time.
$7E143E 1 byte Sprites Scroll command number. A list of possible values can be found here.

Also used during castle cutscenes. Iggy/Ludwig/Roy use it to indicate the switch was hit, Wendy uses it to indicate when the castle is fully erased, and Morton/Lemmy/Larry use it for deciding how to move the castle.
$7E143F 1 byte Sprites Scroll command number used on layer 2. This address serves as a complement to $7E:143E. This address is set by the init routine of the layer one of each scroll address.

Also used during castle destruction cutscenes as a timer for animations, as well as a few miscellaneous wait timers.
$7E1440 1 byte Sprites The starting Y-position of the current scroll sprite, left-shifted twice and with the extra bits still added. (Format: --YYYYEE, where Y = Y position and EE = extra bits).
Regularly adjusted inside the scroll sprites. It can be particularly useful for determining what type of scrolling should be applied with this scroll sprite.
This address is used for Layer 1 scrolling.

Also used during the castle destruction cutscenes as a frame number for various animations.
$7E1441 1 byte Sprites The starting Y-position of the current scroll sprite, left-shifted twice and with the extra bits still added. (Format: --YYYYEE, where Y = Y position and EE = extra bits).
Regularly adjusted inside the scroll sprites. It can be particularly useful for determining what type of scrolling should be applied with this scroll sprite.
This address is used for Layer 2 scrolling.

Also used during Iggy, Ludwig, and Roy's castle destruction scenes as a timer for the explosion.
$7E1442 1 byte Misc. Various flags used in the Yoshi's House portion of the credits scene. Used values:
#$00 = Player and companion walks in
#$01 = Various Yoshis duck and watch in excitement.
#$02 = Eggs are shattering, one by one.
#$03 = Yoshis get up and "THANK YOU" appears on Yoshi's house.
#$04 = Yoshis jump in excitement, then screen fades out.
24-bit pointers for these actions are located at SNES $0C:A1DE.

Also used in the castle destruction sequence as a pointer to what actions should be taken. Each castle destruction has its own pointer table for this address. $0C:C9A5 is a pointer table which points the the pointer tables of each castle. You can view the breakdown of each sequence here.

Used in scroll sprites for tracking what type of scroll it is currently doing, usually depending on $7E:1440/$7E:1441. This is the Layer 1 counterpart of $7E:1443.
$7E1443 1 byte Sprites Used in scroll sprites for tracking what type of scroll it is currently doing, usually depending on $7E:1440/$7E:1441. This is the Layer 2 counterpart of $7E:1442.

It's also a castle destruction sequence text timer. Starts at #$FF when the 'Welcome' music starts, and a new line of text appears every #$20 frames after that. (#$DF, #$BF, #$9F, etc.)
$7E1444 1 byte Sprites Layer 1 scroll command pointer/timer. This timer serves no defined purpose on itself, but is generally used for waiting a specific number of frames before updating scroll properties such as speed. For example, with the Layer 1 auto-scroll, this value being #$00 indicates the auto-scroll has finished.

Also used during the castle destruction scenes as an indicator to show the white surrender flag.
$7E1445 1 byte Sprites Layer 2 scroll command pointer/timer. This timer serves no defined purpose on itself, but is generally used for waiting a specific number of frames before updating scroll properties such as speed.

Also used during the castle destruction cutscenes for various purposes. Lemmy uses it as a timer for the hammer animation, Ludwig and Roy uses it as a counter for the ? marks (0-3 for Roy and 4-7 for Ludwig), and Wendy uses it to decide how the broom should move.
$7E1446 2 bytes Sprites Layer 1 X speed used in the scrolling codes.
#$0001-#$7FFF = move left; #$8000-#$FFFF = move right. #$0000 means there is no movement.
Effectively, it's the X speed to give the player when he's touching the side of a screen, during a level which does not have regular Layer 1 scrolling. Values are different depending on the type of (auto-)scroll.
This value divided by #$10/#16 is stored into $7E:007B.

Additionally used during the castle destruction cutscenes for various purposes. $1446 is used in Morton/Roy's scenes to show the huff cloud at the end and as the Y position of the broom in Wendy's scene.
$1447 is used in Ludwig's scene as the vertical speed of the castle as well as a counter for the dust animation when it hits the hill, and in Larry's as the vertical speed of the castle as well as a timer for when it crashes.
$7E1448 2 bytes Sprites Layer 1 Y speed used in the scrolling codes.
#$0001-#$7FFF = move upwards; #$8000-#$FFFF = move downwards. #$0000 means there is no movement.

$1449 specifically is also used as a timer in Wendy's castle destruction scene for pausing between shifting broom directions or moving Mario to the side.
$7E144A 2 bytes Sprites Layer 2 X speed used in the scrolling codes.
#$0001-#$7FFF = move left; #$8000-#$FFFF = move right. #$0000 means there is no movement.

$144A specifically is also used in the castle destruction cutscenes to indicate what sprite Mario is holding, if any, 00 indicates the egg, 01 indicates nothing, and anything greater indicates something else (e.g. the hammer or broom).
$7E144C 2 bytes Sprites Layer 2 Y speed used in the scrolling codes, particularly in the Layer 2 scroll command (sprite EA).
#$0001-#$7FFF = move upwards; #$8000-#$FFFF = move downwards. #$0000 means there is no movement.

$7E:144D also controls the time until you can press a button to end the castle destruction sequence (after all text has been generated on-screen).
$7E144E 2 bytes Sprites This is used internally by the scroll sprites for updating the layer 1 X position. In particular, the routine at $05:C4F9 uses it to add the current speed to.

Furthermore, $7E:144E is used on the overworld to determine after how many frames the player should face the screen again after settling on a level tile.

$7E:144E is also used in the credits, as a timer that is set to #$06 and decrements every frame. If this is zero, bit 0 of $7E:144F will get flipped, causing Peach's image during the walking phase to bounce.

$7E:144F is a flag that makes Peach bounce during the time she walks in the credits.
#$00 = Peach frame 1, upright; #$01 = Peach frame 2, one pixel lower.
$7E1450 2 bytes Sprites This is used internally by the scroll sprites for updating the layer 1 Y position. In particular, the routine at $05:C4F9 uses it to add the current speed to.
$7E1452 2 bytes Sprites This is used internally by the scroll sprites for updating the layer 2 X position. In particular, the routine at $05:C4F9 uses it to add the current speed to.
$7E1454 2 bytes Sprites This is used internally by the scroll sprites for updating the layer 2 Y position. In particular, the routine at $05:C4F9 uses it to add the current speed to.
$7E1456 1 byte Sprites Used by the scroll sprites as an index for what layer to process. #$00 is Layer 1, and #$04 is Layer 2. The RAM addresses indexed include the entire area of $7E:1446-$7E:1455.
$7E1457 1 byte Flag This flag is set and used to determine whether to upload the multicolor Yoshis in the ending cutscene. The surprised Yoshi image (when the eggs are hatching) will appear regardless of this address, but the jumping Yoshi images require this flag to be #$01.
If anything else, they will not be drawn on-screen.
$7E1458 2 bytes Misc. Used in the Layer 3 images to control the X speed of Layer 3. This address is primarily used for the tileset specific images (not #$01 or #$03), for example the goldfish and the ghost house fog.
$7E145A 2 bytes Misc. Used in the Layer 3 images to control the Y speed of Layer 3. This address is used primarily for the rising/falling Layer 3 tide.
$7E145C 2 bytes Misc. This is used internally by Layer 3 images for updating the Layer 3 X position, which is used in (for example) the goldfish and ghost house fog.
It's also used as accumulating fraction bits for the Layer 3 Y speed during the rising/sinking Layer 3 tide.

$7E:145D is also used as a timer to determine when to move to the next game mode after the Yoshi house credits scene. Is set to #$F0 the moment all eggs hatched.
$7E145E 2 bytes Misc. Used by Lunar Magic to hold various Layer 3 settings, as follows:

$145E: yyyyy-se
- yyyyy: Initial Y position. Equal to the value shown in the "Initial Y Position/Offset" box divided by 2.
- -: Unused bit.
- s: Enable scroll sync fix.
- e: Enable advanced bypass settings.

$145F: yyyyxxxx
- yyyy: Vertical scroll setting.
- xxxx: Horizontal scroll setting.

Empty in original game. Cleared on reset, titlescreen load, overworld load and cutscene load.
$7E1460 1 byte Misc. Layer 3 vertical scrolling direction. #$00 = downwards; #$01 = upwards.
Also used by Lunar Magic when a level is set for auto layer 3 vertical scrolling, in which case it combines with $7E:1461 to hold Y accumulation bits.
$7E1461 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and cutscene load.
This byte functions as the "high byte" of $7E:1460. SMW does not actually use this byte, however it is overwritten during level load (see $05:BE92).
Cleared on reset, titlescreen, overworld, level (with the exception of boss rooms) and cutscene load.
$7E1462 2 bytes Misc. Layer 1 X position, next frame.
Much similar to $7E:001A, maintaining the exact same values, with the difference being the usage of their values.
This is more notable in auto-scroll commands, for example, if $7E:1462 were to remain static while there was a Layer 2 auto-scroll going, the image would stay, but the level would move.
Is also used for temporary storage to determine how much the screen has moved horizontally in the current frame. ($7E:001A - $7E:1462 = $7E:17BD)
$7E1464 2 bytes Misc. Layer 1 Y position, next frame.
Much similar to $7E:001C.
Is also used for temporary storage to determine how much the screen has moved vertically in the current frame. ($7E:001C - $7E:1464 = $7E:17BC)
$7E1466 2 bytes Misc. Layer 2 X position, next frame.
Much similar to $7E:001E.
Is also used for temporary storage to determine how much the screen has moved horizontally in the current frame. ($7E:001E - $7E:1466 = $7E:17BF)
$7E1468 2 bytes Misc. Layer 2 Y position, next frame.
Much similar to $7E:0020.
Is also used for temporary storage to determine how much Layer 2 has moved vertically in the current frame. ($7E:0020 - $7E:1468 = $7E:17BE)
$7E146A 2 bytes Misc. Used to determine how much layer 3 has moved horizontally in the current frame. This address is only used during the credits while displaying the enemies for the windowing HDMA.
Also used by Lunar Magic to hold the Layer 3 Initial X position/offset.
$7E146C 4 bytes Empty Empty. Cleared on reset, titlescreen load, overworld load and cutscene load.
$7E1470 1 byte Flag Carrying something flag. Very similar to $7E:148F, with the difference that, if this flag is set, the player's graphics don't change, and throw blocks can still be picked up as long as $7E:148F remains zero. If used in a carryable custom sprite to check if the player is already carrying something, definitely combine it with $7E:148F to assure there are no exceptions.
#$00 = Carrying nothing; #$01 = carrying something.
$7E1471 1 byte Misc. Whether the player is on top of a solid sprite, and what kind of sprite that is.

#$01 = Standing on top of a floating rock, floating grass platform, floating skull, Mega Mole, carrot top lift, etc. This one calculates the player's position based on the next frame.
#$02 = Standing on top of a springboard, pea bouncer. This one calculates the player's position based on the next frame.
There's a check at $00:D60B so that the player can hold the jump button pressed for a longer while to jump higher.
#$03 = Standing on top of a brown chained platform, gray falling platform. This one calculates the player's position based on the current frame.
$7E1472 1 byte Sprites Left window X position of the top of the spotlight. It's always #$78. This is the value stored that is stored to $7E:147A every four frames.
$7E1473 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E1474 1 byte Sprites Right window X position of the top of the spotlight. It's always #$87. This is the value that is stored to $7E:147C every four frames.
$7E1475 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E1476 1 byte Sprites Left window X position of the extreme bottom of the spotlight.
Please note that this position is for the imaginary scanline #$FF, whereas there are normally only #$E0 scanlines on a screen.
That means that the value here is never equal to the left window X position on the very bottom of the screen, unless $7E:1476 is equal to $7E:1472, forming a straight vertical line.
$7E1477 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E1478 1 byte Sprites Right window X position of the extreme bottom of the spotlight.
Please note that this position is for the imaginary scanline #$FF, whereas there are normally only #$E0 scanlines on a screen.
That means that the value here is never equal to the right window X position on the very bottom of the screen, unless $7E:1478 is equal to $7E:1474, forming a straight vertical line.
$7E1479 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E147A 1 byte Sprites In the spotlight code, the left window X position of each scanline is calculated and temporarily stored here, after which this address stores its value to an even byte of $7E:04A0.
What is left at the end of every frame is the left window X position on the very bottom scanline.
This is used once in every four frames, probably to reduce lag.
$7E147B 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E147C 1 byte Sprites In the spotlight code, the right window X position of each scanline is calculated and temporarily stored here, after which this address stores its value to an odd byte of $7E:04A0.
What is left at the end of every frame is the right window X position on the very bottom scanline.
This address used once in every four frames, probably to reduce lag.
$7E147D 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E147E 1 byte Sprites Used by the spotlight to calculate whether or not to move the left window on a particular scan line into the direction of the resulting X position on the bottom left.
It works by adding the width from $7E:1480 to itself (starting at #$00 initially), and if the resulting value is higher than #$CF (or even overflows, setting the carry bit), the left window moves a pixel into the direction of the resulting X position on the bottom left.
$7E147F 1 byte Sprites Used by the spotlight to calculate whether or not to move the right window on a particular scan line into the direction of the resulting X position on the bottom right.
It works by adding the width from $7E:1481 to itself (starting at #$00 initially), and if the resulting value is higher than #$CF (or even overflows, setting the carry bit), the right window moves a pixel into the direction of the resulting X position on the bottom right.
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