| Address | Description | Type | Size |
| $7E0078 | Flags used to disable drawing parts of the player's sprite. Format: dFfcEebh
d - used in conjunction with all other set bits in order to disable processes such as the star timer decrementing.
h - hide head tile (upper 16x16).
b - hide body tile (lower 16x16).
e - hide extra tile #1.
E - hide extra tile #2.
c - hide regular cape tile.
f - hide extra cape flight tile #1.
F - hide extra cape flight tile #2.
Note that if this byte is set to #$FF, yoshi will also be hidden. | Player | 1 |
| $7E0088 | 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. | Player | 1 |
| $7E0089 | 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). | Player | 1 |
| $7E0F30 | Timer frame counter. Starts at $28 and decreases by 1 every frame. When this value becomes negative (by reaching $FF), one second is subtracted from SMW's game timer, and the counter is reset to $28. This means that an SMW second is 41 frames. At the NTSC refresh rate of about 60Hz, one SMW second is just over 2/3 of a real second (about 0.684s).
| Counter | 1 |
| $7E0F31 | In-level timer. Each of its three digits are stored separately:
- $0F31 = Hundreds (
X--)
- $0F32 = Tens (
-X-)
- $0F33 = Ones (
--X)
| Counter | 3 |
| $7E13D3 | Timer that disables Start from flipping the Pause flag when its value is not #$00 (thus, #$01-#$FF). If it is #$00, being able to press Start to get into the Pause mode is possible. | Flag | 1 |
| $7E13D6 | Amount of time to wait until the score-incrementing drumroll begins when you beat a level. Any time you enter a level, this address is set to #$50. Once you beat the level and the number of bonus stars you won and the score is displayed (or just the score if you didn't cut the goal tape), this timer will decrement itself once per frame. Once it reaches a negative value or zero, the drumroll will commence.
Once the drumroll ends, this is set to #$30, and then set to zero upon going to the overworld. It serves the same purpose after you beat a boss as well. | Timer | 1 |
| $7E13E2 | Spinjump fireball timer. It increments every frame when the player spinjumps, if they have fire power. If the lowest four bits are clear, the player will throw out a fireball. The fourth bit (#$10) is the direction in which that fireball will move. | Player | 1 |
| $7E13E4 | Player dash timer/P-meter. Increments with #$02 every frame the player is walking on the ground with the dash button held, otherwise decrements until it is zero. #$70 indicates that the player is at its maximum running speed, and also means that the player is able to fly with a cape. | Player | 1 |
| $7E13E5 | This is the index used to index the table at $00DC7C, to determine how many frames to store to the player animation timer, at $7E:1496. It changes depending on the surface the player is standing/walking/running on. | Player | 1 |
| $7E13F3 | P-balloon flag. It also serves as a timer for the inflation/deflation animation when set to a value greater than 1, which decrements each frame down to 1. | Timer | 1 |
| $7E1401 | Increments with one each time one of the L/R buttons is pressed, until the timer hits #$10 (at which the L/R screen scroll is activated) or if the buttons are released. | Timer | 1 |
| $7E1434 | Set to #$30 to end level via keyhole. Works as a timer of some sorts, to indicate how long the keyhole sequence should last - but in SMW, this value is never set to anything other than #$00 or #$30. Also, this address freezes player and sprites by storing its value to $7E:13FB, resp. $7E:009D. | Timer | 1 |
| $7E1436 | Used for multiple purposes.
Keyholes use it as the X position of the keyhole animation.
The Iggy/Larry boss fight uses it to control the player's X position when on the ground.
The overworld also uses it when spawning switch palace blocks.
$1436 is used as the current base index to the tables at $7EB900; it increments by 0x08 with each set of blocks up to 0x28, at which point it resets to 0x00.
$1437 is used as a timer for waiting between spawning each set of switch blocks. | Misc. | 2 |
| $7E143C | Death message animation timer. Amount of time until the two segments come together, such as with "GAME OVER", where the animation goes like this: GAME --> <-- OVER.
Is set to #$C0, decrements by four at a time. | Timer | 1 |
| $7E143D | Timer for the "TIME UP!"/"GAME OVER" death message - how long it should stay active after the two words have come together. Is set to #$FF, decrements by one at a time. | Timer | 1 |
| $7E143F | Scroll command number used on layer 2. This address serves as a complement to $7E:143E. This address is set by the init routine of the layer one of each scroll address.
Also used during castle destruction cutscenes as a timer for animations, as well as a few miscellaneous wait timers. | Sprites | 1 |
| $7E1441 | The starting Y position of the current scroll sprite, left-shifted twice and with the extra bits still added. (Format: --YYYYEE, where Y = Y position and EE = extra bits).
Regularly adjusted inside the scroll sprites. It can be particularly useful for determining what type of scrolling should be applied with this scroll sprite.
This address is used for Layer 2 scrolling.
Also used during Iggy, Ludwig, and Roy's castle destruction scenes as a timer for the explosion. | Sprites | 1 |
| $7E1443 | Used in scroll sprites for tracking what type of scrolling Layer 2 it is currently doing, usually depending on [url=https://smwc.me/m/smw/ram/7E1441]$1441[/url].
It's also a castle destruction sequence text timer. Starts at #$FF when the 'Welcome' music starts, and a new line of text appears every #$20 frames after that. (#$DF, #$BF, #$9F, etc.) | Sprites | 1 |
| $7E1444 | Layer 1 scroll command pointer/timer. This timer serves no defined purpose on itself, but is generally used for waiting a specific number of frames before updating scroll properties such as speed. For example, with the Layer 1 auto-scroll, this value being #$00 indicates the auto-scroll has finished.
Also used during the castle destruction scenes as an indicator to show the white surrender flag.
Also used as a flag on the overworld to indicate if the player is on a level tile. Value is #$00 when on a path tile, and #$01 when on a level tile. | Misc. | 1 |
| $7E1445 | Layer 2 scroll command pointer/timer. This timer serves no defined purpose on itself, but is generally used for waiting a specific number of frames before updating scroll properties such as speed.
Also used during the castle destruction cutscenes for various purposes. Lemmy uses it as a timer for the hammer animation, Ludwig and Roy uses it as a counter for the ? marks (0-3 for Roy and 4-7 for Ludwig), and Wendy uses it to decide how the broom should move. | Sprites | 1 |
| $7E1446 | Layer 1 X speed used in the scrolling codes.
#$0001-#$7FFF = move left; #$8000-#$FFFF = move right. #$0000 means there is no movement.
Effectively, it's the X speed to give the player when they're touching the side of a screen, during a level which does not have regular Layer 1 scrolling. Values are different depending on the type of (auto-)scroll.
This value divided by #$10/#16 is stored into $7E:007B.
Additionally used during the castle destruction cutscenes for various purposes. $1446 is used in Morton/Roy's scenes to show the huff cloud at the end and as the Y position of the broom in Wendy's scene.
$1447 is used in Ludwig's scene as the vertical speed of the castle as well as a counter for the dust animation when it hits the hill, and in Larry's as the vertical speed of the castle as well as a timer for when it crashes. | Sprites | 2 |
| $7E1448 | Layer 1 Y speed used in the scrolling codes.
#$0001-#$7FFF = move upwards; #$8000-#$FFFF = move downwards. #$0000 means there is no movement.
$1449 specifically is also used as a timer in Wendy's castle destruction scene for pausing between shifting broom directions or moving Mario to the side. | Sprites | 2 |
| $7E144E | Used internally by scroll sprites, often as accumulating fraction bits for Layer 1's X position (specifically with the routine at $05C4F9).
On the overworld, $144E specifically is used to determine after how many frames the player should face the screen again after settling on a level tile.
During the credits, $144E is used as a timer for Peach's walking animation, while $144F indicates which frame of that animation she is in. | Sprites | 2 |
| $7E1458 | Layer 3 X speed, used by the non-tide autoscrolling Layer 3 settings (e.g. the fish or ghost house fog).
Lunar Magic expands on the usage of this address when the advanced Layer 3 bypass is enabled, using the full 16-bit value as the Layer 3 autoscroll X speed.
Also used during the Yoshi's House portion of the credits, with $1458 being used as the animation frame for the jumping Yoshis and $1459 being used as a timer for their crouching animation. | Misc. | 2 |
| $7E145A | Layer 3 Y speed, used by the original game for the rising/falling Layer 3 tides. The tides only actually ever use the low byte, although the high byte does get cleared when initializing Layer 3.
Lunar Magic expands on the usage of this address when the advanced Layer 3 bypass is enabled, using the full 16-bit value as the Layer 3 autoscroll Y speed.
$145B is also used during the credits for various purposes. During the Yoshi House portion, it's used as a counter for the number of Yoshi eggs hatched. It's also used as for a timer to transition from the Yoshi House cutscene to the enemy roll, and subsequently as a timer for each screen of the enemy credits. | Misc. | 2 |
| $7E145C | Used as accumulating fraction bits for Layer 3's position.
When using the rising/sinking tides, it's used for its Y position. Only the low byte is used in this case.
When using an autoscrolling Layer 3 that isn't the tides (e.g. the fish and ghost house fog), it's instead used for the X position. The high byte does get written to in this case, although only the low byte actually gets read.
Lunar Magic expands on the usage of this address when using the Layer 3 autoscroll settings of the advanced Layer 3 bypass, by implementing separate accumulating fraction bits for both the X and Y position. $145C is used for the X position, while $145D is used for the Y.
$145D is also used during the Yoshi's House portion of the credits as a timer to determine when to move to the next game mode. Gets set to #$F0 the moment all eggs hatched. | Misc. | 2 |
| $7E1490 | Star power timer. Decrements every fourth frame ($14 divisible by 4). The music will revert when this timer reaches #$1E.
Note that due to not checking the lock flag ($9D), if the lock flag is set on the frame this timer decrements, will decrement every frame instead, barring the use of this patch. | Timer | 1 |
| $7E1492 | Player peace image timer. | Timer | 1 |
| $7E1493 | End level timer. Setting to #$FF will end the level as a goal sphere / boss fight (use in conjunction with [url=https://smwc.me/m/smw/ram/7E13C6]$7E13C6[/url]). Peace sign is shown here when the timer hits #$28. The switches (yellow, green, red and blue) set it to #$08. | Timer | 1 |
| $7E1495 | Timer that controls fading and the level end scorecard. Increments and stops when it hits #$40. While it's ticking, the colors will fade; when it's done, $7E:003A through $7E:003D won't be read and the Layer 3 scrolling will be locked. | Timer | 1 |
| $7E1496 | Player animation timer. This controls a lot of things such as the walking/running animation rate, how long the death animation should last, how long to stay invisible for after getting the cape, the alternating player images when the player is walking over slippery surfaces, etc. | Timer | 1 |
| $7E1497 | Flashing invulnerability timer - not to be confused with the star timer. This is activated when the player gets hurt. Controls both interaction (player should not interact with sprites again) as well as the blinking graphics. | Timer | 1 |
| $7E149D | Side flipping climbing net sprite flag and timer. Whenever you punch the flipping net, this gets set to #$1E and decrements every frame till it's zero. That's how many frames the spinning animation lasts. It also determines the X speed the player has while they're on the climbing net sprite - this means that it should be decremented every frame in order to avoid issues. | Timer | 1 |
| $7E149E | Player punches while climbing on a net flag and timer. Every time you punch a net this is set to #$08 and decremented till it's zero again. During the time it's not zero, the frame is displayed that shows the player punching the net. If you store #$08 or greater to it every frame you'll be hold onto the net without being able to move or get off.
When this RAM address is non-zero, the player can also not move. | Timer | 1 |
| $7E149F | Cape flight takeoff timer. When the player has a feather and a max P-meter and they jump, this timer gets set to #$50. While this timer is set, the player can receive additional upwards boosts during the jump. If the player starts to descend and meets the additional conditions for flight (i.e. not spinjumping, riding Yoshi, carrying something, or sliding from a slope), then the player will start flying.
This timer has two quirks. First is that it will not actually decrease to 0 while the player is in the air (stopping at 2). They won't be able to receive the vertical boosts anymore, but they'll still be able to gain flight so long as they do not touch the ground. The second quirk is that it does not reset when going into another sublevel, allowing the player to "carry over" flying if the timer is sufficient enough that they can get back into the air before the timer runs out. | Timer | 1 |
| $7E14A1 | Player slides a bit when turning around timer. Most notably used with very steep slopes. If this is non-zero, $7E:13DD's image (#$0D) won't be shown. | Timer | 1 |
| $7E14A2 | Used as a timer for the cape animation. This is what makes the cape wave when the player walks and what makes the cape fall when they stop. | Timer | 1 |
| $7E14A3 | A timer for Yoshi's tongue stretching out.
#$12 = Yoshi about to stretch out tongue (timer starts here), player pose #$27.
#$10 = $7E:18AE is set to #$06.
#$0C = Player now gets a different pose, #$28.
#$00 = Player now gets a different pose, #$20 (or #$21 if turning around, $7E:187A is used to determine that). | Timer | 1 |
| $7E14A5 | Timer for how long you keep floating after releasing B when floating with the cape. It also affects how long Yoshi flaps his wings for when rising up while flying. | Timer | 1 |
| $7E14A6 | Cape spin timer. | Player | 1 |
| $7E14A7 | Timer for breaking the bridge in Reznor battles. It is set to #$40 and decrements each frame. When it reaches #$3C, a tile on each side breaks. When it drops to #$00, a sound is played and it's reset to #$40 again. | Timer | 1 |
| $7E14AB | Bonus game ending timer. Does nothing in a normal level, but during a bonus game, setting it will end the bonus game and return to the overworld. At #$44 it starts the "end bonus game" music, and at #$01 it actually fades to the overworld. | Timer | 1 |
| $7E14AD | Blue P-Switch timer. Decrements every fourth frame (you can convert seconds to this timer value via PSwitchTimerLength = Seconds * 15). The P-switch running out sound is played when this hits #$1E. | Timer | 1 |
| $7E14AE | Silver P-Switch timer. Decrements every fourth frame (you can convert seconds to this timer value via PSwitchTimerLength = Seconds * 15). The P-switch running out sound is played when this hits #$1E. | Timer | 1 |
| $7E14B0 | Used for multiple purposes.
The 16-bit address forms the center X position of the brown chained platform that is currently processed. The formula for this address = $7E:14B4 - $7E:14BC.
Additionally, the Lakitu cloud graphics routine uses $7E:14B0 as scratch RAM for the X position of a tile.
$7E:14B0 is furthermore used in the Bowser battle as a timer between his various attacks. Set to #$78 at the beginning, and between attacks afterwards it is set to #$54 each time.
Note that, whether he throws the Mechakoopas or not, does not only depend on this address!
And finally, $7E:14B1 is a timer that is set to #$FF when Bowser begins with the Mechakoopa attack. Note that the Mechakoopas are thrown when this timer is at #$80. | Misc. | 2 |
| $7E14B4 | Used for multiple purposes.
Both addresses are used by brown chained platforms as a 16-bit X position of the platform's right-most point, when the cosine of the platform's angle is 1. This is a mirror of the sprite's X position around the sprite's center of rotation, so the center of the platform can also be found by subtracting the sprite's radius ([url=https://smwc.me/m/smw/ram/7E14BC]$14BC[/url]) from here.
Both are also used to determine the interactive X position of Iggy/Larry, as well as the X position of the player's fireballs during their boss battle.
$14B4 specifically is used in the Bowser battle as an index to what music should be played in phases 2 and 3. It only appears to use values 07 and 08, which correspond to tracks 19 and 1A; both tracks are identical, so it may be a remnant of an unused music variant.
$14B5 specifically is also used a timer for Bowser's hurt state. If non-zero, Bowser will show his hurt pose. | Misc. | 2 |
| $7E14B6 | Used for multiple purposes.
The 16-bit address is the Y position of the brown chained platform sprite at sin a = 0. It is in fact a mirror of the sprite Y position, which always stays the same. By subtracting the horizontal radius ($7E:14BF) from this address, the center position to revolve around is calculated. Since $7E:14BF is always zero, the center position and this address always have the same identical value.
The 16-bit address is also used to determine Iggy/Larry interactive Y position, as well as the player's fireball Y position during this boss battle.
$7E:14B6 is also a timer that is set to #$FF when Bowser begins with the Big Steelie attack. Note that the Big Steelie is thrown when this timer is at #$80.
And finally, $7E:14B7 holds the X position of each new fireball that falls from the sky in the Bowser battle, as well as the index to the sound effects that are generated with them (table at $03:A841). | Sprites | 2 |
| $7E1540 | Miscellaneous sprite table. Table decrements itself once per frame, except for carryable sprites, where it decrements every second frame (the code at $0196D7 “slows” the timer by 1/2 by incrementing it every even frames ($13), which results in a decrement every odd frames).
Various sprites use this table as a stun timer. For example, this timer controls when flipped Goombas and squashed Mecha-Koopas decide to rise and walk. This table is also the sprite spinjump death frame counter - that is, how long to show the "spinjumped" image when the sprite is killed by a jump of such sorts. More information can be found [url=https://www.smwcentral.net/?p=viewthread&t=91198]here[/url]. | Sprites | 12 |
| $7E154C | Miscellaneous sprite table. Used as a timer to disable sprite contact with the player. Table decrements itself once per frame. More information can be found [url=https://smwc.me/t/91198]here[/url]. | Sprites | 12 |
| $7E1558 | Miscellaneous sprite table. Used as a timer for how long a sprite is sinking in lava/mud. Table decrements itself once per frame. More information can be found [url=https://smwc.me/t/91198]here[/url]. | Sprites | 12 |
| $7E1564 | Miscellaneous sprite table. Used as a timer to disable sprite contact with other sprites. Table decrements itself once per frame. More information can be found [url=https://smwc.me/t/91198]here[/url]. | Sprites | 12 |
| $7E15AC | Miscellaneous sprite table. It's often used as a timer to determine how long it takes to turn around. Table decrements itself once per frame. More information can be found [url=https://smwc.me/t/91198]here[/url]. | Sprites | 12 |
| $7E163E | Miscellaneous sprite table. Table decrements once per frame. In SMW, it's used as e.g. a timer that, when it's zero, makes Ludwig face the player, while he's spitting fireballs. More information can be found [url=https://smwc.me/t/91198]here[/url]. | Sprites | 12 |
| $7E16C5 | Bounce sprite timer - amount of frames until bounce sprite disappears. Turn blocks are set to spinning mode when this timer runs out. | Sprites | 4 |
| $7E176F | Miscellaneous extended sprite table, decrements by 1 each frame until zero. Often used for animation management or as a "lifespan" timer that erases the sprite when it reaches zero. | Sprites | 10 |
| $7E17CC | Smoke sprite timer - amount of frames until smoke sprite disappears. | Sprites | 4 |
| $7E1850 | Minor extended sprite table. Often used as a lifespan timer to indicate when the sprite should despawn. | Sprites | 12 |
| $7E186B | Multiple coin block timer - amount of time until the multiple coin block turns into a used block. Keeps decrementing until it's #$01, after that it stays that value until the block is hit again, at which it's turned into a used block. Then, this address gets set to zero. | Blocks | 1 |
| $7E1891 | P-balloon timer. Ticks down once every four frames, controlled by [url=https://smwc.me/m/smw/ram/7E0014]$14[/url]. Note that:
- This does not serve as a flag for actually having a P-ballon; instead, that is controlled by [url=https://smwc.me/m/smw/ram/7E13F3]$13F3[/url].
- Due to an oversight, the timer does not check whether the game-frozen flag at [url=https://smwc.me/m/smw/ram/7E009D]$9D[/url] is set, which means the timer may decrement every frame during a freeze if frozen on certain values of $14. This can be fixed via [url=https://www.smwcentral.net/?p=section&a=details&id=16550]this patch[/url].
| Timer | 1 |
| $7E18AC | Timer on when Yoshi will swallow the sprite in his mouth. Decrements every fourth frame (based on [url=https://smwc.me/m/smw/ram/7E0014]$14[/url]), and Yoshi's swallowing animation starts when this is #$26 or lower.
Note that the original game has a minor issue with this timer where if the game freezes via [url=https://smwc.me/m/smw/ram/7E009D]$9D[/url] on a frame when $14 is zero, the timer will decrement every frame during that freeze, which can cause Yoshi to swallow a sprite much faster than he should. That can be fixed by using this patch. | Yoshi | 1 |
| $7E18AF | Yoshi squatting timer. It's set to #$0C once the player hops onto Yoshi, decrements once every frame, and takes care of the ducking frame. | Yoshi | 1 |
| $7E18BF | Timer 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. | Timer | 1 |
| $7E18C0 | Timer for respawning certain sprites, such as the Boo Buddies or sprite E5 (and Lakitu). Sprite D2, Turn Off Generator 2, sets this to zero when it is active. | Timer | 1 |
| $7E18C3 | Y position of the respawning sprite, used with $7E:18C0 (respawn timer) and $7E:18C1 (respawn sprite number). | Sprites | 2 |
| $7E18CE | Spinning turn block timer - amount of frames a spinning turn block lasts. When it hits zero, it reverts to a regular turn block. | Timer | 4 |
| $7E18D3 | Write a value to here, and sparkles (like the ones from the stars) will fly around the player for that amount of frames. However, it is never used in the original game, and it can be turned into free RAM by applying [url=https://smwc.me/w/249]this tweak[/url].
Note that if the player has an invincibility star, this timer will wait until the star runs out. | Timer | 1 |
| $7E18D9 | Timer for the castle/ghost house door in the intro sequence. The castle door starts at #$FF, the ghost house door starts at #$7F.
For the castle door: start rising and generate first sound at #$B0, rise until #$81, stay still until #$30, then sink and generate second sound at #$01.
For the ghost house door: open and generate first sound at #$76, then close and generate second sound at #$08. | Timer | 1 |
| $7E18DE | Timer that determines how long it takes before an egg is laid by Yoshi, when 10 red Berries have been eaten. Is set to #$20 by default. Also, as long as this timer is above #$01, the player is frozen ($7E:13FB is set). | Yoshi | 1 |
| $7E18E0 | Timer for how long stolen Lakitu clouds should remain before evaporating. Decrements once every four frames. | Timer | 1 |
| $7E18E8 | Yoshi growing animation timer. Starts at #$40 and then decrements. Additionally, it freezes everything on the screen except Yoshi. | Yoshi | 1 |
| $7E18F8 | Timer for quake/interaction sprites. This is set to #$06 and decrements by 1 each frame. If the timer is less than #$03, the quake sprite is allowed to interact with normal sprites (if [url=https://smwc.me/m/smw/ram/7E16CD]$7E:16CD[/url] is not 0). When it reaches 0, the quake sprite is erased. | Sprites | 4 |
| $7E18FE | The diagonal and surrounded bullet bills timer. It increments every second frame, and when it reaches #$A0, it sends out some more Bullet Bills and resets itself. | Sprites | 1 |
| $7E1906 | Iggy/Larry's platform stationary phase timer. Is set to #$40 and decrements every frame. As long as it's not zero, the platform won't rotate. | Timer | 1 |
| $7E190C | Directional coin timer. Decrements every fourth frame. | Timer | 1 |
| $7E1B84 | The 16-bit address is used to determine whether the large event tiles (6x6) are uploaded or the small event tiles (2x2). It's #$0900 or higher if it's the latter. It gets its values from the table at $04:DD8D.
Solely $7E:1B84 is a timer used for handling castle/fortress destruction on the overworld, as well as the timer used for a level tile being revealed (the flash sprite). | Timer | 2 |
| $7E1B89 | Message box expansion and shrinking timer/size. Note: Setting expanding timer above #$04 will cause the message to be blank. Also used in various other instances, such as the save prompt on the overworld, and the opening/closing window effects during the credits. | Misc. | 1 |
| $7E1B8B | A timer that increments every frame, used for the blinking arrow on the give lives (between players) screen. If $7E:1B8B & #$18 gives a non-zero value, the arrow is shown. If the result of that is zero instead, a blank is shown. | Overworld | 1 |
| $7E1BA0 | The overworld uses this address to shake the ground as the Valley of Bowser entrance rises from the depths, by setting this address to #$FF. It also changes the music and adds some sound effects. It's a timer, but it only decrements as long as $7E:13D9 is #$02. | Overworld | 1 |
| $7E1DF5 | Timer to used for multiple purposes:
- How long a particular input during the intro sequence will remain pressed.
- How long the Nintendo Presents screen will remain active.
- How long a Switch Palace message will remain active.
- How long the player has to wait before they can dismiss the intro message. | Timer | 1 |
| $7E1DF8 | Used by the Star Road warp star tile on the overworld. It controls how long the player has to stay on the ground during the warp, before they actually gets launched in the air. The player gets airborne as soon as the timer hits #$31 (as it increments). | Timer | 1 |