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SMW Memory Map

Displaying 100 out of 840 addresses.

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RAM Address Length Type Description Details
$7E0000 16 bytes Misc. Scratch RAM, is and can be used for a big number of purposes. The general purpose is temporarily preserving a value for later use in a routine.
Of note is the following address, used in LM ASM hacks:
$7E:0003 (16-bit) - Block number from LM Map16 editor. Also used in the custom Map16 tile change routine.
$7E0010 1 byte Flag If the value in it is not zero, run the actual game; otherwise, loop forever. It's set to a non-zero value during NMI, and it's set to zero after the game mode has been run, so that the game runs exactly once a frame - one NMI trigger per frame.
$7E0011 1 byte Flag Used to distinguish IRQ #1 from IRQ #2's code. (Inside the Morton/Ludwig/Roy room, where IRQ is used twice, although it can be used in other areas that run IRQ as well.) #$00 = IRQ #1; #$01 = IRQ #2.
$7E0012 1 byte Graphics Stripe image loader - value must be divisible by 3. Valid Values
$7E0013 1 byte Counter "True" frame counter. Increments once per frame, except when the game is lagging. Note that $7E:0014 is better suited for most purposes.
$7E0014 1 byte Counter "Effective" frame counter. Stops when, for example, RAM addresses such as $7E:009D are not zero (lock sprite flag, usually indicates the player is dying, grabbing a powerup, or something similar). Inside sprite code, this address is often preferred over $7E:0013, especially in graphics routines, as graphics will not be updated when the player dies if this address is used as an index to the tilemap.
$7E0015 1 byte I/O Controller buttons currently held down. Format: byetUDLR.
b = A or B; y = X or Y; e = select; t = Start; U = up; D = down; L = left, R = right.
$7E0016 1 byte I/O Controller buttons newly pressed this frame. Format: byetUDLR.
b = B only; y = X or Y; e = select; t = Start; U = up; D = down; L = left, R = right.
$7E0017 1 byte I/O Controller buttons currently held down. Format: axlr----.
a = A; x = X; l = L; r = R, - = null/unused.
$7E0018 1 byte I/O Controller buttons newly pressed this frame. Format: axlr----.
a = A; x = X; l = L; r = R, - = null/unused.
$7E0019 1 byte Player Current player powerup status. Valid Values
$7E001A 2 bytes Hardware mirror Layer 1 X position, current frame. Mirror of SNES register $210D.
$7E001C 2 bytes Hardware mirror Layer 1 Y position, current frame. Mirror of SNES register $210E.
$7E001E 2 bytes Hardware mirror Layer 2 X position, current frame. Mirror of SNES register $210F.
$7E0020 2 bytes Hardware mirror Layer 2 Y position, current frame. Mirror of SNES register $2110.
$7E0022 2 bytes Hardware mirror Layer 3 X position. Mirror of SNES register $2111.
$7E0024 2 bytes Hardware mirror Layer 3 Y position. Mirror of SNES register $2112.
$7E0026 2 bytes Misc. Depending on Layer 3 tides being activated or not, it's either:

Not activated:
Layer 2 X position minus Layer 1 X position.
Activated:
Layer 3 X position minus Layer 1 X position.

Used for various things, among which interaction with multiple layers is included.
$7E0028 2 bytes Misc. Depending on Layer 3 tides being activated or not, it's either:

Not activated:
Layer 2 Y position minus Layer 1 Y position.
Activated:
Layer 3 Y position minus Layer 1 Y position.

Used for various things, among which interaction with multiple layers is included.
$7E002A 2 bytes Hardware mirror Mode 7 Center X position. Mirror of SNES register $211F, + #$0080.
$7E002C 2 bytes Hardware mirror Mode 7 Center Y position. Mirror of SNES register $2120, + #$0080.
$7E002E 2 bytes Hardware mirror Mode 7 matrix parameter A. Mirror of SNES register $211B.
$7E0030 2 bytes Hardware mirror Mode 7 matrix parameter B. Mirror of SNES register $211C.
$7E0032 2 bytes Hardware mirror Mode 7 matrix parameter C. Mirror of SNES register $211D.
$7E0034 2 bytes Hardware mirror Mode 7 matrix parameter D. Mirror of SNES register $211E.
$7E0036 2 bytes Misc. Mode 7 rotation. Its values are calculated and stored into the respective Mode 7 parameter mirrors at $7E:002E through $7E:0035.
Values #$0000 through #$01FF are all different values, after that it's the same pattern - that is, if you add this 16-bit address with #$0200, there is a 360 degree rotation.
Furthermore, this address is used in the brown chained platform code as an index to the sine and cosine tables at $07:F7DB.
$7E0038 2 bytes Misc. Mode 7 scaling; that is, making Layer 1 shrink or grow. Its values are calculated and stored into the respective Mode 7 parameter mirrors at $7E:002E through $7E:0035.
The first byte - $7E:0038 - is used for horizontal scaling, whereas the second byte - $7E:0039 - is used for vertical scaling.
Default value is #$20. The closer to #$00, the more the layer grows, the further from #$00, the more the layer shrinks. Value #$10 makes the layer twice as large as value #$20, value #$40 makes the layer twice as small as value #$20, etc.
$7E003A 2 bytes Hardware mirror Mode 7 Layer 1 X position. Mirror of SNES register $210D.
$7E003C 2 bytes Hardware mirror Mode 7 Layer 1 Y position. Mirror of SNES register $210E.
$7E003E 1 byte Hardware mirror Background mode select applied with IRQ below status bar (so the area above IRQ is not affected by this). Format: 4321pmmm.
4321 = Layer 1/2/3/4 uses 8x8 tiles when clear, 16x16 tiles when set; p = Layer 3 absolute priority (only in background mode 1); mmm = background mode # (0-7).
Mirror of SNES register $2105.
$7E003F 1 byte Hardware mirror OAM Address, low byte. Also known as the mirror of SNES register $2102. High byte is at $00846B. Is sometimes used to alter priority of various sprite tiles, such as with the sprite backgrounds in the boss rooms.
$7E0040 1 byte Hardware mirror CGADSUB settings. Format: shbo4321.
s = 0 for adding color layer, 1 for subtracting color layer; h = half-color enable; b = backdrop enable; o = object (aka sprite) enable; 4321 = enable Layer 4, 3, 2, 1 (Layer 3 is only affected below the status bar). Mirror of SNES register $2131.
$7E0041 3 bytes Hardware mirror Window mask settings. These control which window is for which layer active as well as whether a window is inverted for that layer.

Format of each register:
ABCDabcd
where
A/a: Enable window 2
B/b: Invert window 2
C/c: Enable window 1
D/d: Invert window 1

Lower case apply for BG1, BG3 and OBJ (layer 1, 3 and sprites) and upper case apply for BG2, BG4 and COL (layer 2, 4 and colour 0 / fixed colour).

$41 (mirror of W12SEL $2123) controls BG1 and BG2
$42 (mirror of W34SEL $2124) controls BG3 and BG4
$43 (mirror of WOBJSEL $2125) controls OBJ and COL
$7E0044 1 byte Hardware mirror Color addition select.
Format: ccmm--sd.
cc = clip colors to black before math
mm = color math prevention
s = add subscreen (replaces fixed color)
d = enables direct color mode for 8bpp graphics (modes 3, 4, and 7)

For cc and mm, the values they are set to determine when they apply: 00 = never, 01 = outside color window only, 10 = inside color window only, 11 = always.

Mirror of SNES register $2130.
$7E0045 2 bytes Camera Column/row of Map16 tiles to use for VRAM upload when layer 1 is scrolling left/up. Its value is equal to $7E:001A (or $7E:001C if vertical) divided by #$10, minus #$08.
$7E0047 2 bytes Camera Column/row of Map16 tiles to use for VRAM upload when layer 1 is scrolling right/down. Its value is equal to $7E:001A (or $7E:001C if vertical) divided by #$10, plus #$17.
$7E0049 2 bytes Camera Column/row of Map16 tiles to use for VRAM upload when interactive layer 2 is scrolling left/up. Its value is equal to $7E:001E (or $7E:0020 if vertical) divided by #$10 (16), minus #$08.
$7E004B 2 bytes Camera Column/row of Map16 tiles to use for VRAM upload when interactive layer 2 is scrolling right/down. Its value is equal to $7E:001E (or $7E:0020 if vertical) divided by #$10, plus #$17.
$7E004D 2 bytes Camera Last X/Y value of layer 1 where VRAM upload of Map16 tiles was performed when scrolling left/up.
The low 4 bits are forced to zero (AND #$FFF0) in order to get scroll values on a 16 pixel boundary.
It is used to determine if a VRAM update is necessary during scrolling.
$7E004F 2 bytes Camera Last X/Y value of layer 1 where VRAM upload of Map16 tiles was performed when scrolling right/down.
The low 4 bits are forced to zero (AND #$FFF0) in order to get scroll values on a 16 pixel boundary.
It is used to determine if a VRAM update is necessary during scrolling.
$7E0051 2 bytes Camera Last X/Y value of interactive layer 2 where VRAM upload of Map16 tiles was performed when scrolling left/up.
The low 4 bits are forced to zero (AND #$FFF0) in order to get scroll values on a 16 pixel boundary.
It is used to determine if a VRAM update is necessary during scrolling.
$7E0053 2 bytes Camera Last X/Y value of interactive layer 2 where VRAM upload of Map16 tiles was performed when scrolling right/down.
The low 4 bits are forced to zero (AND #$FFF0) in order to get scroll values on a 16 pixel boundary.
It is used to determine if a VRAM update is necessary during scrolling.
$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.
$7E0056 1 byte Camera Direction of scrolling for Layer 2.
#$00 = left (or up); #$02 = right (or down).
Used to index the various camera tables at $7E:0049 through $7E:004C and $7E:0051 through $7E:0054.
$7E0057 1 byte Blocks Used in the level loading code. It's the position within the subscreen.
Format: yyyyxxxx, where yyyy is the Y position (units of 16 pixels) and xxxx is the X position.
$7E0058 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E0059 1 byte Blocks Used in the level loading routine as an indicator for the size of the object, or extended object type depending on what object is being loaded. Could be used as scratch RAM (except in ObjecTool and similar codes).
$7E005A 1 byte Blocks Used in the level loading routine as the object number. Could be used as scratch RAM (except in ObjecTool and similar codes).
$7E005B 1 byte Misc. Screen mode: CD----Vv.
C = Collision with layer 2.
D = Disable collision with layer 1.
V = Vertical layer 2.
v = Vertical layer 1.
- = unused.

This address is set by a table at $05:8417, which is indexed by the level mode setting.
$7E005C 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E005D 1 byte Misc. Number of screens in level.
Note: Set to $FF during Ludwig and Reznor boss battles, in these cases, the screen scroll range is X=$0000 to X=$0080 (1 and a 1/2 screen wide area)
$7E005E 1 byte Camera In horizontal levels, used as the level's width in screens, i.e. the screen number (plus 1) at which the camera should stop scrolling rightwards. Equivalent to the "number of screens" dropdown in Lunar Magic's "Change Properties in Header" dialogue. Not used in vertical levels; see $5F instead.
Note: During Ludwig and Reznor boss battles, this is set to $00, in these cases, the screen scroll range is X=$0000 to X=$0080 (1 and a 1/2 screen wide area)
$7E005F 1 byte Camera In vertical levels, used as the level's height in screens, i.e. the screen number (plus 1) at which the camera should stop scrolling downwards. Equivalent to the "number of screens" dropdown in Lunar Magic's "Change Properties in Header" dialogue. Not used in horizontal levels; see $5E instead.
$7E0060 4 bytes Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E0064 1 byte Misc. Properties (YXPPCCCT) byte for most sprites inside levels - including the player. Exceptions to this include sprites that mess with sprite priority in a different way, such as Piranha Plants, items coming out of a box (and inside the item box) and Net Koopas behind the nets.
$7E0065 3 bytes Pointer 24-bit pointer to layer 1 data - both level and overworld.

Also used during the staff roll sequence of the credits to hold some data about the current line being uploaded to VRAM:
- $65-$66 is used to hold the first two bytes of the stripe image header for the current line (in little endian), mainly for keeping track of the Y position.
- $67 tracks the current line number being written, with a line defined as two consecutive 8x8 rows.
$7E0068 3 bytes Pointer 24-bit pointer to layer 2 data.
$7E006B 3 bytes Pointer 24-bit pointer to low byte of Map16 block data. Used during level load.
$7E006E 3 bytes Pointer 24-bit pointer to high byte of Map16 block data. Used during level load.
$7E0071 1 byte Player Player animation trigger states. When nonzero, the player character is performing an action and cannot be controlled by the player. Often used for cutscenes. Valid values
$7E0072 1 byte Player Player is in the air flag, as well as the actual pose value to store to $13E0 while the player is in midair. This is set to a certain value depending on how the player got in the air in the first place, and in what state they are currently (rising or sinking).
This address is not affected by phases such as climbing. It is, however, also used in swimming animation.

Notable values:
#$0B = Jumping/swimming upwards.
#$0C = Shooting out of a slanted pipe, running at maximum speed.
#$24 = Descending/sinking. NOTE: Hitting bottom-solid sprites like invisible solid block, message block etc. does NOT set $72 to this value as cape mario.

The address in general is used in many instances.
For example, the game checks if this address is #$0C. If not, the player cannot ascend properly with the cape. Furthermore, the Layer 3 smash won't hurt the player if they're not on the ground (any non-zero value) and this address prevents the player from locking in place when still airborne during the Morton/Roy/Ludwig battle.
$7E0073 1 byte Flag Player is ducking flag. #$00 = No; #$04 = Yes. However, any value that is not zero also counts as 'Yes', SMW just stores that specific value to it.
$7E0074 1 byte Player Player is climbing flag: format: n--sifhb
n: Net/vine flag. 1 - net, 0 - vine. Determines whether Mario can move diagonally.
s: Side body collision point with climbing. If clear, block horizontal movement.
i: Side head collision point with climbing.
f: Feet collision point with climbing.
h: Head collision point with climbing.
b: Body collision point with climbing.
$7E0075 1 byte Flag Player is in water flag. #$00 = No; #$01 = Yes.
$7E0076 1 byte Player Player direction. #$00 = Left; #$01 = Right.
$7E0077 1 byte Player Player blocked status - Used to check if player is blocked in a certain direction. Format: SxxMUDLR
The M bit means that the player is in the middle of a block.
The S bit indicates that the player is touching the side of the screens while horizontal screen scrolling is disabled.
UDLR = up, down, left, right (contact with walls).

L is checked each 4 frames when the player have negative X speed. Others frames is zero.

R is checked each 4 frames when the player have positive X speed. Others frames is zero.
$7E0078 1 byte Player Used to hide the player partially or fully. Format: dlucapLU.
d = used in conjunction with all other set bits in order to disable processes such as the star timer decrementing.
l = hide lower extra player tile when in flight (hovering with the cape).
u = hide upper extra player tile when in flight (hovering with the cape).
c = hide regular cape tile.
a = hide attributive 8x8 tile.
p = hide extra player tile that is shown during the inflated P-balloon pose (does not apply if the player is small).
L = hide lower half of the body.
U = hide upper half of the body.
$7E0079 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E007A 1 byte Player Accumulating fraction bits for fixed point player X speed (fractions of 256, see code around $00D792, this handles horizontal movement with the player and when the player is on the slope).

Not to be confused with $7E13DA, which handles X position.
$7E007B 1 byte Player Player X speed (8-bit, 2-complement signed), in 1/16s of a pixel per frame.
  • $80-$FF: leftwards speed, with $80 fastest.
  • $00: Not moving horizontally.
  • $01-$7F: rightwards speed, with $7F fastest.

Note: Player's maximum X speeds, while holding left or right oscillates between (inclusively) $13-$15 (walking) and $2F-$31 (dashing). The oscillation is due to the code applying deceleration when Mario is at or above the max speed, rather than just setting his speed to the max value.
$7E007C 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E007D 1 byte Player Player Y speed (8-bit, 2-complement signed), in 1/16s of a pixel per frame:

  • $80-$FF: Upwards speed, with $80 being the fastest (launches the player the highest)
  • $00: Not moving vertically.
  • $01-$7F: Downwards speed, with $7F being the fastest.

Note: $43 (when holding jump) $46 (not holding jump) is the maximum fall speed. Although $40 is the intended max speed (see at $00D7AF), the code first caps the downwards speed, and then apply the gravitational acceleration (increases Y speed by $03 or $06) afterwards.

When jumping, $B3 is the normal jump speed, and #$A4 is the jump speed when fully running.
$7E007E 2 bytes Player Player X position (16-bit), within the borders of the screen.
$7E0080 2 bytes Player Player Y position (16-bit), within the borders of the screen.
Note that this value may be displaced by $1888 (the screen shake), in addition to small one-pixel displacements based on Mario's powerup status and walking animation frame.
$7E0082 3 bytes Pointer Points to how steep the various slopes are and which parts of the slopes they represent. Points to $00:E5C8 in tilesets 0 and 7, and $00:E55E in others.
The table this one points to has one byte per block, from tile 16E to tile 1D7.
The value in these tables is then multiplied by 16, the lowest nibble of the sprite/player X position is added, and this is then used as an index to $00:E632 to tell how many pixels the sprite/player should move down from the nearest 16x16 tile.
$7E0085 1 byte Flag Water level flag. #$00 = No; #$01 = Yes.
$7E0086 1 byte Flag Slippery level flag. #$00 = No; #$01 through #$7F = Half-slippery; #$80 through #$FF = Yes. Possible values in the clean ROM are #$00 and #$80.
$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.
$7E0088 1 byte Player How long the player goes into a pipe until they warp to another level.

Also used as a timer in the castle destruction scenes for holding inputs.
$7E0089 1 byte Player Action to take when the player enters or exits from a pipe (see valid values).

It also serves as a timer for the No Yoshi cutscenes for each controller command (for the table at $00:C848).
Valid Values
$7E008A 3 bytes Misc. Used for scratch RAM by various routines. Most notably:
- On the title screen, $8A is used to hold the number of options in the current menu.
- When decompressing GFX files, these hold a 24-bit pointer to current position in the compressed data.
- During the interaction routine between the player and Map16 tiles, $8A specifically holds flags for which points are in water, $8B holds flags for which points are touching a climbable tile, and $8C holds a single flag for which side of the block the current point is touching. For $8A/$8B see $74, while for $8C see $93.
$7E008D 3 bytes Misc. This forms a 24-bit pointer to part of the decompressed graphics; starts at $7E:ACFE/F and keeps decrementing.
The three seperate RAM addresses have multiple purposes, however.

Notes:
-During code at $00E940, $8F is a backup of $72 (player in the air flag). The code at $00EC06 is used for detecting when entering doors.
$7E0090 1 byte Player Player Y position within a block. Calculated with $7E:0096 & #$0F. Indicates whether the player is touching the top or the bottom of the block.
$7E0091 1 byte Player Y position of the player's head and feet within a block. For the head interaction, this is calculated by taking the player's Y position, adding it with the interaction point offset of MarioAbove, and limiting it to the lowest four bits. For the feet interaction, this is handled by simply storing $7E0090 (the player's Y position within the block) to this address.

This is used to calculate how far the interaction points are inside of a block (values of $00 - $07 denotes the top half while $08 - $0F denotes the bottom half) and to determine which direction the player should be pushed out if the block is solid.
$7E0092 1 byte Player Player X position within a block. Calculated with $7E:0094 + #$08 & #$0F.
$7E0093 1 byte Player The side of a block the player is on. It's set to #$00 for the right side and #$01 for the left side. This address is relative to the block the player is currently inside.
$7E0094 2 bytes Player Player X position (16-bit) within the level, next frame (calculates player position one frame ahead, as opposed to $D1).
It's also used as a player X position on-screen on the overworld border.

NOTE: During player interaction with blocks on Layer 2, this value is modified to be relative to Layer 2's position rather than Layer 1. This can be checked via $1933, and can be offset back to Layer 1 by subtracting $26.
$7E0096 2 bytes Player Player Y position (16-bit) within the level, next frame (calculates player position one frame ahead, as opposed to $D3).
It's also used as a player Y position on-screen on the overworld border.

NOTE: the player's Y position is not affected by their powerup, nor whether they are crouching; the point will always be 32 pixels above their feet. However, if riding on Yoshi, their Y position does get offset 16 pixels upwards.

Additionally, during player interaction with blocks on Layer 2, this value is modified to be relative to Layer 2's position rather than Layer 1. This can be checked via $1933, and can be offset back to Layer 1 by subtracting $28.
$7E0098 4 bytes Misc. Position (in pixels) of the collision point currently being processed for player interaction with blocks in the level. Also used in the creation of various sprite types/other blocks.

$98-$99: 16-bit Y position
$9A-$9B: 16-bit X position

Note that this position is with respect to the top left of the layer being processed. Hence, if Layer 1 and Layer 2 are offset from each other, this value will differ between the two, even when Mario is at the same position with respect to the level.

Also note that, in vertical levels, the X and Y position may be swapped after running certain block changing routines (e.g. $00BEB0 or the ChangeMap16 routine included with various tools).
$7E009C 1 byte Blocks Map16 tile to generate (used with $00:BEB0). Valid Values
$7E009D 1 byte Flag Lock animation and sprites flag. Most codes will still run if this is set, but almost nothing will move or animate.
$7E009E 12 bytes Sprites Sprite number, or Acts Like setting for custom sprites. To check the actual sprite ID for custom sprites, see $7FAB9E instead.
$7E00AA 12 bytes Sprites Sprite Y speed table.
$7E00B6 12 bytes Sprites Sprite X speed table.
$7E00C2 12 bytes Sprites Miscellaneous sprite table. In SMW, it's commonly used as a pointer to different parts of a sprite. More information can be found here.
$7E00CE 3 bytes Pointer 24-bit pointer to level's sprite data.
$7E00D1 2 bytes Player Player X position (16-bit) within the level, current frame (as opposed to $7E:0094).
$7E00D3 2 bytes Player Player Y position (16-bit) within the level, current frame (as opposed to $7E:0096).
$7E00D5 3 bytes Pointer Pointer to X and Y positions of Wiggler segments. Table at $7F9A7B.
$7E00D8 12 bytes Sprites Sprite Y position, low byte.