AddressDescriptionTypeSize
$7E14C8Sprite status table. State 0 indicates a sprite slot is empty and available to use. State 1 indicates a slot has been taken, but has not run its initialization routine. States 8+ are generally used to indicate the sprite is alive, while states 2-7 indicate the sprite has been killed and should not run its usual code.Sprites12
$7E151CMiscellaneous sprite table, often used by the game for controlling the direction of vertical movement for a sprite. More information can be found [url=https://smwc.me/t/91198]here[/url]. $7E1520-$7E1523 specifically are also hardcoded as a set of shared 'Reznor killed' flags. If a Reznor is spawned in sprite slot 7 and these four addresses add up to exactly 4, then the Reznor will be treated as defeated and the level will end.Sprites12
$7E1534Miscellaneous sprite table. Certain powerups use this table as a blink-fall flag. #$00 = Off; #$01 = On, powerup will blink and fall straight down. The game stores #$01 here when it drops the reserved item from the item box. The blink-fall flag affects the Super Mushroom and the Fire Flower, but not the Cape Feather. The blink-fall flag also affects some other sprites, at least the Starman, the 1-Up mushroom and the coin sprite, but these sprites might glitch if you set the flag. One glitch is that the blinking sprite-coin permanently occupies a sprite slot if it falls off the level, so that it might prevent the spawning of other common sprites. Other than that, this address has many different purposes. More information can be found [url=https://smwc.me/t/91198]here[/url].Sprites12
$7E18DFSprite slot plus 1 of the currently active Yoshi, current frame. If no Yoshi is active, will be set to 00. In reality, this address is set to #$00 every frame, and Yoshi's sprite routines later set it. Because of this, sprites running prior to Yoshi's code won't be able to actually get the slot from here. Instead, it is preferable to use [url=https://smwc.me/m/smw/ram/7E18E2]$18E2[/url], which contains the previous frame's value for this address.Yoshi1
$7E18E2Sprite slot plus 1 of the currently active Yoshi, previous frame. If no Yoshi is active, will be set to 00. Copied from [url=https://smwc.me/m/smw/ram/7E18DF]$18DF[/url], though it is generally preferable to use this address instead. If set, Yoshis spawned from an egg will become a 1-up instead.Yoshi1
$7F9A7BPosition table for the Wiggler's segments. Consists of four 0x80-byte tables assigned based on the Wiggler's sprite slot mod 4. A pointer to a Wiggler's assigned section is stored to [url=https://smwc.me/m/smw/ram/7E00D5]$D5[/url]. The actual contents of these tables are two-byte pairs of 8-bit X and Y positions. Each frame, the Wiggler shifts all the bytes in its table right 2 bytes, and then writes its current position at the head, effectively acting as a log of the Wiggler's position over the last 64 frames. Its segments then pull their position from various indices within the table (specifically at 00, 1E, 3E, 5E, and 7E, or half those values when the Wiggler is angry).Sprites512