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Tip: Try not to place secret exits at the very end of levels-- the player will basically have to go through the same level twice.Not logged in.
SMW Memory Map
Displaying 1 out of 1 addresses. Show Waiting Addresses (2)
Hexadecimal number for a partial address. 6-digit number for a full address. Use - to denote a range. Use , to list more than one address.
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Separate each individual keyword with spaces. Surround a phrase with quotes to look for the exact phrase, or with / to use a PCRE regular expression. Prepend with - to exclude a keyword or phrase, with + to require a whole word or phrase, or with -+ to exclude a whole word or phrase. ? matches any character, * matches any amount of characters.
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ROM Address Length Type Description Details
$05FE00 512 bytes Level data Part of the Secondary Entrance data; each byte corresponds to an entrance. The lowest 3 bits are the Mario action. The next bit is the high bit of the secondary entrance's level number. The highest bit is set when the destination level should be slippery.

Note that, as of LM v2.50, this table may be dynamically moved to accomodate the size of the new secondary exits. It can be found at read3($05DC81).
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