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SMW Memory Map - Waiting Addresses
Displaying 17 out of 17 waiting addresses. Show Moderated Addresses
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RAM Address Length Type Description Details Submitter
$7E0055 1 byte Camera Direction of scrolling for Layer 1.
#$00 = left (or up); #$02 = right (or down).
Used to index the various camera tables at $7E0045 to $7E0048 and $7E004D to $7E0050.

When handling routine $00F70D, it is set to $00 if the player's on-screen X position is less than the value of $142A and $02 otherwise. This is used to determine which side to enable spawning sprites depending which side the player is on compared to $142A.

It is also temporarily set to #$01 during level load for loading onscreen sprites.
GreenHammerBro
$7E005E 1 byte Camera The last screen number, plus 1 (so if a level is 2 screens wide (screens 0 and 1 are only accessible), $5E would have a value of $02) before the camera stops moving rightwards. (Only applies in horizontal levels.) GreenHammerBro
Hijack Address Length Type Description Details Submitter
$0096E9 6 bytes Jump (JML/JSL) Hijacked by NSMB Star Coins: This one transfers the star coins into a local backup when loading a level (either from overworld or from a different level) MarioFanGamer
$00A1C7 4 bytes Jump (JML/JSL) Hijacked by NSMB Star Coins: This one loads the current translevel number and stores the current level's star coins into the star coin counter. MarioFanGamer
$00A269 11 bytes Jump (JML/JSL) Hijacked by NSMB Star Coins: This one saves all collected coins through Start+Select. MarioFanGamer
$00C4AE 4 bytes Jump (JML/JSL) Hijacked by NSMB Star Coins: This one saves all collected coins through beating a level with a key hole. MarioFanGamer
$00EC10 5 bytes Jump (JML/JSL) Hijacked by NSMB Star Coins: This tells the game that we're entering a level from a sublevel, not from the overworld (doors). MarioFanGamer
$00F2E8 6 bytes Jump (JML/JSL) Hijacked by NSMB Star Coins: This one transfers the currently collected coins into the midway point buffer. MarioFanGamer
$00F439 5 bytes Jump (JML/JSL) Hijacked by NSMB Star Coins: This tells the game that we're entering a level from a sublevel, not from the overworld (pipes). MarioFanGamer
$00F47E 1 byte Code Modified by Lunar Magic. FuSoYa
$00F488 1 byte Code Modified by Lunar Magic. FuSoYa
$00F4A0 3 bytes Code Modified by Lunar Magic. FuSoYa
$00F4EB 1 byte Code Modified by Lunar Magic. FuSoYa
$00F614 4 bytes Jump (JML/JSL) Hijacked by NSMB Star Coins: Mario loses all collected star coins unless they're backed up. MarioFanGamer
$019140 6 bytes Jump (JML/JSL) Modified by the No block interaction if sprite is falling off screen patch, by GreenHammerBro.

JML : BRA $00, modifies the sprite/block interaction routine to terminate immediately if the processed sprite is in state $14C8 = #$02.
Maarfy
$04EACC 11 bytes Code Modified by Lunar Magic. FuSoYa
$05CC84 5 bytes Jump (JML/JSL) Hijacked by NSMB Star Coins: This one saves all collected coins through beating a level with a goal post/sphere. MarioFanGamer
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