AddressDescriptionTypeSize
$7E0058Empty. Cleared on reset, titlescreen load and overworld load.Empty1
$7E005CEmpty. Cleared on reset, titlescreen load and overworld load.Empty1
$7E0060Empty. Cleared on reset, titlescreen load and overworld load.Empty4
$7E0079Empty. Cleared on reset, titlescreen load, overworld load and level load.Empty1
$7E007CEmpty. Cleared on reset, titlescreen load, overworld load and level load.Empty1
$7E0087Empty. Cleared on reset, titlescreen load, overworld load and level load. Note that this address is used as freeram by the SA-1 patch.Empty1
$7E13E6Empty. Cleared on reset, titlescreen load, overworld load and level load.Empty2
$7E140AEmpty. Cleared on reset, titlescreen load, overworld load and during part of the cape flight routine.Empty1
$7E140BEmpty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.Empty2
$7E1415Empty. Cleared on reset, titlescreen load, overworld load and cutscene load.Empty2
$7E145EUsed by Lunar Magic to hold various settings, mainly related to Layer 3. Format: yyyyyosb - yyyyy: Initial Layer 3 Y position bits 0-4; bits 5-10 can be found in bits 0-5 of [url=https://smwc.me/m/smw/ram/7FC01C]$7FC01C[/url]. - o: Make sprites beyond level boundaries interact with air instead of water. - s: Enable Layer 3 scroll sync fix. - b: Enable advanced Layer 3 bypass settings. Empty in original game. Cleared on reset, titlescreen load, overworld load and cutscene load.Misc.1
$7E145FWhen the advanced Layer 3 bypass is enabled, Lunar Magic uses this to hold the Layer 3 horizontal scroll setting, multiplied by 2. Notably, the actual order of these values is different from the order Lunar Magic lists them; see the details table for a full list. During level load, it also temporarily holds the vertical scroll setting as well, encoded using the format vvvvhhhh: - vvvv: Vertical scroll setting. The fifth bit can be found in bit 6 of [url=https://smwc.me/m/smw/ram/7FC01C]$7FC01C[/url]. - hhhh: Horizontal scroll setting. The fifth bit can be found in bit 7 of [url=https://smwc.me/m/smw/ram/7FC01C]$7FC01C[/url]. Empty in original game. Cleared on reset, titlescreen load, overworld load and cutscene load.Misc.1
$7E1461Empty. Cleared on reset, titlescreen load, overworld load and cutscene load. This byte functions as the "high byte" of $7E:1460. SMW does not actually use this byte, however it is overwritten during level load (see $05:BE92). Cleared on reset, titlescreen, overworld, level (with the exception of boss rooms) and cutscene load.Empty1
$7E146EEmpty. Cleared on reset, titlescreen load, overworld load and cutscene load.Empty2
$7E1473Empty. Cleared on reset, titlescreen load and overworld load.Empty1
$7E1475Empty. Cleared on reset, titlescreen load and overworld load.Empty1
$7E1477Empty. Cleared on reset, titlescreen load and overworld load.Empty1
$7E1479Empty. Cleared on reset, titlescreen load and overworld load.Empty1
$7E147BEmpty. Cleared on reset, titlescreen load and overworld load.Empty1
$7E147DEmpty. Cleared on reset, titlescreen load and overworld load.Empty1
$7E1487Empty. Cleared on reset, titlescreen load and overworld load.Empty4
$7E14BEEmpty. Cleared on reset, titlescreen load, overworld load and cutscene load.Empty1
$7E14C1Empty. Cleared on reset, titlescreen, overworld and cutscene load.Empty1
$7E14C4Empty. Cleared on reset, titlescreen, overworld and cutscene load.Empty1
$7E14C7Empty. Cleared on reset, titlescreen, overworld and cutscene load.Empty1
$7E15E8Empty. Cleared on reset, titlescreen load and overworld load.Empty1
$7E1696Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.Empty1
$7E1864Empty. Cleared on reset, titlescreen load, overworld load and level load.Empty1
$7E1869Empty. Cleared on reset, titlescreen load, overworld load and level load.Empty2
$7E1879Empty. Cleared on reset, titlescreen load, overworld load and level load.Empty1
$7E188AEmpty. Cleared on reset, titlescreen load, overworld load and level load, hurt, death, and taking hit while cape flying ($00:F625 for the last three) and in the Peach Rescued scene ($03:AE39).Empty1
$7E188EEmpty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.Empty1
$7E18A6Empty, unused RAM. Referenced at $01CF9E (Morton's code) but never actually used. Cleared on reset, titlescreen load, overworld load and level load.Empty1
$7E18B4Empty. Cleared on reset, titlescreen load, overworld load and level load.Empty1
$7E18B7Empty. Cleared on reset, titlescreen load, overworld load and level load.Empty1
$7E18BBEmpty. Cleared on reset, titlescreen load, overworld load and level load.Empty1
$7E18C5Empty. Cleared on reset, titlescreen load, overworld load and level load.Empty8
$7E18D8Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.Empty1
$7E18E6Empty. Cleared on reset, titlescreen load, overworld load and level load.Empty1
$7E18F6Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.Empty1
$7E1908Empty. Cleared on reset, titlescreen load, overworld load and level load.Empty1
$7E191BEmpty. Cleared on reset, titlescreen load, overworld load, and every frame when Yoshi is on screen. The latter can be disabled by changing $01:EBD9 from [9C 1B 19] to [80 01 EA].Empty1
$7E191FEmpty. Cleared on reset, titlescreen load and overworld load.Empty1
$7E1923Empty. Cleared on reset, titlescreen load and overworld load.Empty2
$7E1926Empty. Cleared on reset, titlescreen load and overworld load.Empty2
$7E1929Empty. Cleared on reset, titlescreen load and overworld load.Empty1
$7E192CEmpty. Cleared on reset, titlescreen load and overworld load.Empty1
$7E1B7FEmpty. Cleared on reset, titlescreen load, overworld load and level load. This address could be regarded as the "high byte" of $7E:1B7E, however it is never used (AND #$00FF is applied) and only stored to on the overworld. Thus, it is safe to use this address as free RAM outside of the overworld.Empty1
$7E1DFDEmpty. Cleared on reset, titlescreen, overworld and level load (the latter two due to new music banks being uploaded). Note that $7E:1DFD is cleared twice, due to a 16-bit store to $7E:1DFC - at $04:969F/0x2189F (LDA #$0023 : STA $1DFC) and $05:C75D/0x2C95D (LDA #$0009 : STA $1DFC).Empty2
$7E1E00Empty. Cleared on reset, titlescreen, overworld and level load (the latter two due to new music banks being uploaded).Empty1