AddressDescriptionTypeSize
$7E0072Player 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.Player1
$7E008DUsed as scratch RAM in multiple locations:
  • During GFX file decompression, $8F is used for holding the current decompression operation and $8D/$8E are used for holding the 16-bit length of that operation.
  • After decompressing GFX33, all three of these get used as a 24-bit pointer to its decompressed data for the purpose of converting it from 3BPP to 4BPP.
  • During the player-object interaction routine, $8D is used as a backup of [url=https://smwc.me/m/smw/ram/7E13EF]$13EF[/url] (player on ground flag), $8E is used as a backup of [url=https://smwc.me/m/smw/ram/7E005B]$5B[/url] (layer interaction and vertical flags), and $8F is used as a copy of [url=https://smwc.me/m/smw/ram/7E0072]$72[/url] (player in air flag). $8D is used to detect if code for being on top of a tile should be run, $8E is used for handling whether tile interaction should occur and whether the player should move horizontally with the layer, and $8F is used to detect whether the player has just landed (for the purposes of ground stomps, cape smashes, and breaking turnblocks) or has not been on the ground for at least a frame (for entering doors and horizontal pipes).
Misc.3
$7E18BFTimer used by a bunch of appearing/disappearing sprites (examples: Lakitu, Magikoopa, and Layer 3 smasher). Sprite D2 freezes it by incrementing the timer - effectively getting rid of the decrements applied by said sprites.Timer1
$7E1FE2Sprite table that decrements once per frame, and is used for multiple purposes. All standard sprites have it briefly set after spawning. Primarily, it disables water splashes from showing when the sprite enter or exits water, and disables interaction for the sprite with capespins, quake sprites, cape smashes, and net punches. Some sprites use it for miscellaneous purposes, as well. More information can be found [url=https://smwc.me/t/91198]here[/url].Sprites12