Empty. Cleared on reset, titlescreen load, overworld load and cutscene load.
$7E146C-$7E146D is used by Lunar Magic (v3.10+): on level load it holds the Layer 3 Y position/offset (as defined in the advanced bypass settings), and it's updated during the level when the layer 3 scrolls vertically to keep track of how much it scrolled. It's used to make layer 3 scroll with the camera in levels that scroll vertically, when the layer 3 vertical scroll is not "None".
Change from 30 to 80 to fix various glitches that occur when carrying a sprite through a pipe, such as the silver P-switch behaving like a blue one, throw blocks never expiring, and stunned enemies never waking up.
Essentially, this skips over a chunk of code that transfers the carried sprite to slot 0 and clears all of its tables, except for $15F6 (the YXPPCCCT data).
Turn tamer table for the OW Boo sprite. The table is formatted as follows: 3 pair of speeds, each one used for the X, Y and Z direction respectively. In each pair, the first value is used when having positive speed and the second when turning around to negative speed. The timer is checked by doing AND between the value in this table and the table at $0E25 (which increases every frame), and updating the direction when the result is not 0.
Acceleration table for the overworld Bowser and Boo sprites.
The table is formatted as follows: 5 pairs of values, each pair having a right and left acceleration value, where the first 2 are OW Bowser's X and Y acceleration respectively, and the others are OW Boo's X,Y and Z acceleration respectively.
Maximum speed table for the overworld Bowser and Boo sprites.
The table is formatted as follows: 5 pairs of values, each pair having a right and left speed value, where the first 2 are OW Bowser's X and Y speed respectively, and the others are OW Boo's X,Y and Z speed respectively. The last pair of values ($01,$FF) is also used to initialize the Z speed of the OW Boos, but for some reason they only read the first value.