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SMW Memory Map

Displaying 50 out of 74 addresses.

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RAM Address Length Type Description Details
$7E0058 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E005C 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E0060 4 bytes Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E0079 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E007C 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$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.
$7E00F0 16 bytes Empty Empty. Cleared on reset and titlescreen load.

Lunar Magic makes use of a portion of this space (currently $F9-$FF, though subject to change) for various purposes; see details for a list. Most notably, $FE is set to the current level ID plus 1 (so Yoshi's Island 1 would store #$0106 here), with #$0000 being used for non-standard levels like the No Yoshi entrance.
Details
$7E0695 108 bytes Empty 100 bytes used in LM 1.70+ for VRAM modification.

In the clean ROM, it's empty (cleared on reset and titlescreen load).
$7E0AF5 1 byte Empty Cleared on reset and titlescreen load. Also cleared after a boss had been beaten - this can be disabled by changing [9C 5C 0A] at $00B08D to [80 01 EA].

Lunar Magic may also expand $0905 to include this address, in which case it contains one of the bytes for color F8 (with $0AF6 holding the other).
$7E0D9C 1 byte Empty Empty. Cleared on reset and titlescreen load.
$7E0DA1 1 byte Empty Empty. Cleared on reset and titlescreen load.
$7E0DC3 4 bytes Empty Empty. Cleared on reset and titlescreen load. $7E:0DC3 is also cleared when selecting how many players to use, but this can be disabled with no known side effects by setting $00:9E48 to [80 01 EA].
$7E0DD9 1 byte Empty Empty. Cleared on reset and titlescreen load.
$7E0DDB 3 bytes Empty Empty. Cleared on reset and titlescreen load.
$7E0F3A 6 bytes Empty Empty. Cleared on reset and titlescreen load.
$7E0F42 6 bytes Empty Empty. Cleared on reset and titlescreen load.
$7E0F5E 20 bytes Empty Empty, cleared on reset and titlescreen load. This table was probably meant to function as a miscellaneous cluster sprite table (and note that PIXI does have defines to treat it as one), but the original game never actually uses it.
$7E13C8 1 byte Empty Empty. Cleared on reset and titlescreen load.
$7E13E6 2 bytes Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E13F2 1 byte Empty Cleared on reset, titlescreen, overworld, and cutscene load, as well as at $00F8A7 (the routine that handles vertical scrolling).
$7E140A 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and during part of the cape flight routine.
$7E140B 2 bytes Empty Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.
$7E1415 2 bytes Empty Empty. Cleared on reset, titlescreen load, overworld load and cutscene load.
$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.
$7E146E 2 bytes Empty Empty. Cleared on reset, titlescreen load, overworld load and cutscene load.
$7E1473 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E1475 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E1477 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E1479 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E147B 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E147D 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E1487 4 bytes Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E14AC 1 byte Empty Empty. However, due to the code at $00:C563 and $00:C513, it decrements every fourth frame until it hits zero.
$7E14BE 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and cutscene load.
$7E14C1 1 byte Empty Empty. Cleared on reset, titlescreen, overworld and cutscene load.
$7E14C4 1 byte Empty Empty. Cleared on reset, titlescreen, overworld and cutscene load.
$7E14C7 1 byte Empty Empty. Cleared on reset, titlescreen, overworld and cutscene load.
$7E15E8 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E1696 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.
$7E1864 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E1869 2 bytes Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E1879 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$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).
$7E188E 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.
$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.
$7E18B4 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E18B7 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E18BB 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E18C5 8 bytes Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E18D8 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.
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