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SMW Memory Map

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RAM Address Length Type Description Details
$7E161A 12 bytes Sprites Sprite index to the load status table (see $7E1938). $FF means the sprite won't be reloaded.
$7E1938 128 bytes Sprites Sprite load status within the level.
Loaded sprites' indices to this table are stored in the sprite table at $7E:161A. Shooters' indices are stored to $7E:17B3.
All sprites are set to #$00 when the player enters a new area, meaning they are marked to be loaded.
If a sprite's value is set to anything else, for example if it's killed, it will not reload until the player exits and re-enters the area.

Note that indices 0 to 63 (#$00 to #$3F) are cleared on level load, index 64 to 127 (#$40 to #$7F) are not. This can be fixed by changing $02ABF3 to #$7F.

Note: Pixi may move this table to $7FAF00 in order to expand the table to 256 bytes, if the !Disable255SpritesPerLevel configuration flag is turned off. If accessing this table in a custom sprite, it is recommended to use the !1938 define to handle this.
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