AddressDescriptionTypeSize
$7E0026If Layer 3 tides are disabled, this is the X offset of Layer 2 from Layer 1, calculated as [url=https://smwc.me/m/smw/ram/7E1466]$1466[/url] - [url=https://smwc.me/m/smw/ram/7E1462]$1462[/url]. If Layer 3 tides are enabled, it is instead the X offset of Layer 3 from Layer 1, calculated as [url=https://smwc.me/m/smw/ram/7E0022]$22[/url] - [url=https://smwc.me/m/smw/ram/7E1462]$1462[/url]. Used for handling interaction with Layer 2/3.Misc.2
$7E0028If Layer 3 tides are disabled, this is the Y offset of Layer 2 from Layer 1, calculated as [url=https://smwc.me/m/smw/ram/7E1468]$1468[/url] - [url=https://smwc.me/m/smw/ram/7E1464]$1464[/url]. If Layer 3 tides are enabled, it is instead the Y offset of Layer 3 from Layer 1, calculated as [url=https://smwc.me/m/smw/ram/7E0024]$24[/url] - [url=https://smwc.me/m/smw/ram/7E1464]$1464[/url]. Used for handling interaction with Layer 2/3.Misc.2
$7E0094Player 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.Player2
$7E0096Player 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.Player2
$7E0098Position (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).Misc.4
$7E1417The base vertical offset of Layer 2 from Layer 1, when vertical scrolling is enabled for it. This is calculated based on the type of vertical scrolling set in [url=https://smwc.me/m/smw/ram/7E1414]$1414[/url] and the initial FG/BG positions stored to [url=https://smwc.me/m/smw/ram/7E001C]$1C[/url] and [url=https://smwc.me/m/smw/ram/7E0020]$20[/url] as [code inline]$20 - ($1C * scroll rate)[/code].Camera2
$7E146CWhen the level is using the advanced Layer 3 bypass, Lunar Magic (v3.10+) uses this to hold the initial Layer 3 Y position/offset (multiplied by #$10). This value is then used during the level to calculate the position of Layer 3 after scrolling.Misc.2