| Address | Description | Type | Size |
| $7E0058 | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 1 |
| $7E005C | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 1 |
| $7E0060 | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 4 |
| $7E0079 | Empty. Cleared on reset, titlescreen load, overworld load and level load. | Empty | 1 |
| $7E007C | Empty. Cleared on reset, titlescreen load, overworld load and level load. | Empty | 1 |
| $7E0087 | Empty. Cleared on reset, titlescreen load, overworld load and level load.
Note that this address is used as freeram by the SA-1 patch. | Empty | 1 |
| $7E00F0 | Empty. Cleared on reset and titlescreen load.
Lunar Magic makes use of a portion of this space (currently $F9-$FF, though subject to change) for various purposes; see details for a list. Most notably, $FE is set to the current level ID plus 1 (so Yoshi's Island 1 would store #$0106 here), with #$0000 being used for non-standard levels like the No Yoshi entrance. | Empty | 16 |
| $7E0660 | Gets overwritten by the HDMA table for the level ending circle. If the player gets above or below the borders of the screen, it can even run into $7E:0680 and beyond.
Otherwise cleared on reset and titlescreen load, but usage as empty RAM is definitely not recommended. | Misc. | 32 |
| $7E0682 | Used for uploading palettes dynamically. SMW uses this in the lightning/Magikoopa/Big Boo Boss palette effects. $0682 holds the amount of bytes to transfer, $0683 holds the color number (stored to SNES register $2121), and the bytes afterwards hold the actual color values transferred to the CGRAM. Further, this table may be indexed by $0681 to add more color destinations; it's terminated by a #$00. The format is the same as before, just at the new location.
This table doesn't actually have to end at $0694, but SMW never goes beyond this. As such, the area after this address is listed as "empty". | Palettes | 19 |
| $7E0695 | 100 bytes used in LM 1.70+ for VRAM modification.
In the clean ROM, it's empty (cleared on reset and titlescreen load). | Empty | 108 |
| $7E0D9C | Empty. Cleared on reset and titlescreen load. | Empty | 1 |
| $7E0DA1 | Empty. Cleared on reset and titlescreen load. | Empty | 1 |
| $7E0DC3 | Empty. Cleared on reset and titlescreen load. $7E:0DC3 is also cleared when selecting how many players to use, but this can be disabled with no known side effects by setting $00:9E48 to [80 01 EA]. | Empty | 4 |
| $7E0DD9 | Empty. Cleared on reset and titlescreen load. | Empty | 1 |
| $7E0DDB | Empty. Cleared on reset and titlescreen load. | Empty | 3 |
| $7E0EF6 | Indicates which of the koopa kid triggers you are standing on. By default the tiles are: #$49, #$4A and #$4B. These correspond to index #$00, #$01 and #$02 respectively. This address is unused in the original SMW and can be used as empty free RAM, it is cleared on reset and titlescreen load. | Overworld | 1 |
| $7E0F3A | Empty. Cleared on reset and titlescreen load. | Empty | 6 |
| $7E0F42 | Empty. Cleared on reset and titlescreen load. | Empty | 6 |
| $7E0F5E | Empty, cleared on reset and titlescreen load. This table was probably meant to function as a miscellaneous cluster sprite table (and note that PIXI does have defines to treat it as one), but the original game never actually uses it. | Empty | 20 |
| $7E13C8 | Empty. Cleared on reset and titlescreen load. | Empty | 1 |
| $7E13E6 | Empty. Cleared on reset, titlescreen load, overworld load and level load. | Empty | 2 |
| $7E140A | Empty. Cleared on reset, titlescreen load, overworld load and during part of the cape flight routine. | Empty | 1 |
| $7E140B | Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load. | Empty | 2 |
| $7E1415 | Empty. Cleared on reset, titlescreen load, overworld load and cutscene load. | Empty | 2 |
| $7E145E | Used 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 |
| $7E145F | When 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 |
| $7E1461 | Empty. 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. | Empty | 1 |
| $7E146E | Empty. Cleared on reset, titlescreen load, overworld load and cutscene load. | Empty | 2 |
| $7E1473 | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 1 |
| $7E1475 | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 1 |
| $7E1477 | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 1 |
| $7E1479 | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 1 |
| $7E147B | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 1 |
| $7E147D | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 1 |
| $7E1487 | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 4 |
| $7E14AC | Empty. However, due to the code at $00:C563 and $00:C513, it decrements every fourth frame until it hits zero. | Empty | 1 |
| $7E14BE | Empty. Cleared on reset, titlescreen load, overworld load and cutscene load. | Empty | 1 |
| $7E14C1 | Empty. Cleared on reset, titlescreen, overworld and cutscene load. | Empty | 1 |
| $7E14C4 | Empty. Cleared on reset, titlescreen, overworld and cutscene load. | Empty | 1 |
| $7E14C7 | Empty. Cleared on reset, titlescreen, overworld and cutscene load. | Empty | 1 |
| $7E14C8 | Sprite 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. | Sprites | 12 |
| $7E15E8 | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 1 |
| $7E15EA | Sprite index to the OAM table, handled by [url=https://smwc.me/m/smw/rom/0180D2]$0180D2[/url] to quickly obtain an empty OAM slot.
Note: meant to be used as an index to the second half of the OAM table (use it for $0300 and $0460, not $0200 and $0420). | Sprites | 12 |
| $7E1696 | Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load. | Empty | 1 |
| $7E16CD | Quake/interaction sprite type. 0 = empty, 1 = hitting/breaking a block, 2 = Yoshi's stomp. | Sprites | 4 |
| $7E185D | Related to the spawning of extended sprites. Used to index $7E:17F0 (minor extended sprite type table) if there are no empty slots when an extended sprite needs to be spawned. This is so that the oldest extended sprite can be removed when a new one needs to be made. | Sprites | 1 |
| $7E1864 | Empty. Cleared on reset, titlescreen load, overworld load and level load. | Empty | 1 |
| $7E1869 | Empty. Cleared on reset, titlescreen load, overworld load and level load. | Empty | 2 |
| $7E1879 | Empty. Cleared on reset, titlescreen load, overworld load and level load. | Empty | 1 |
| $7E188A | Empty. 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). | Empty | 1 |
| $7E188E | Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load. | Empty | 1 |
| $7E18A6 | Empty, unused RAM. Referenced at $01CF9E (Morton's code) but never actually used. Cleared on reset, titlescreen load, overworld load and level load. | Empty | 1 |
| $7E18B4 | Empty. Cleared on reset, titlescreen load, overworld load and level load. | Empty | 1 |
| $7E18B7 | Empty. Cleared on reset, titlescreen load, overworld load and level load. | Empty | 1 |
| $7E18BB | Empty. Cleared on reset, titlescreen load, overworld load and level load. | Empty | 1 |
| $7E18C5 | Empty. Cleared on reset, titlescreen load, overworld load and level load. | Empty | 8 |
| $7E18D8 | Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load. | Empty | 1 |
| $7E18E6 | Empty. Cleared on reset, titlescreen load, overworld load and level load. | Empty | 1 |
| $7E18E9 | Occasionally used to index $7E:17C0 (smoke image table). If there are no empty slots left when a smoke image should be spawned, the oldest one is removed and the index is reset. | Sprites | 1 |
| $7E18F6 | Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load. | Empty | 1 |
| $7E1908 | Empty. Cleared on reset, titlescreen load, overworld load and level load. | Empty | 1 |
| $7E191B | Empty. 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]. | Empty | 1 |
| $7E191F | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 1 |
| $7E1923 | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 2 |
| $7E1926 | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 2 |
| $7E1929 | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 1 |
| $7E192C | Empty. Cleared on reset, titlescreen load and overworld load. | Empty | 1 |
| $7E1B7F | Empty. 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. | Empty | 1 |
| $7E1DEF | Empty. Cleared on reset and titlescreen load. | Empty | 1 |
| $7E1DFD | Empty. 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). | Empty | 2 |
| $7E1E00 | Empty. Cleared on reset, titlescreen, overworld and level load (the latter two due to new music banks being uploaded). | Empty | 1 |
| $7E1E01 | During levels, holding A and pressing L will cycle this address through the values 00, 01, 02. The value, however, is only actually read by the unused free-roam debug code found at $00CC86 (enabled via the edit described at [url=https://smwc.me/m/smw/rom/00CC84]$00CC84[/url]). When enabled, the values correspond to: 00 = off, 01 = enable max P-speed, 02 = enable no-clip free roam.
Use [url=https://www.smwcentral.net/?p=tweaks&a=details&id=190]this tweak[/url] to disable the cycling, rendering the address truly empty to use as free RAM (cleared at reset and title screen load).
| Player | 1 |
| $7E1F2B | Empty. Unlike most empty addresses, this one is saved to and loaded from SRAM, so it's effectively cleared only at reset and new game. | Empty | 3 |
| $7E1F3B | Empty. Cleared on reset, titlescreen load and at the game over screen. | Empty | 1 |
| $7E1F48 | Empty. Cleared on reset and titlescreen load. | Empty | 1 |
| $7E1FFA | Empty. Cleared on reset and titlescreen load. | Empty | 1 |
| $7E1FFF | Empty. Cleared on reset and titlescreen load. | Empty | 1 |
| $7EC100 | Empty, untouched RAM on an unhacked ROM. Lunar Magic uses it to store ExAnimation graphics data if the ExAnimation file is larger than 0x1400 bytes. Maximum size is 0x1B00, or enough for 0xD8 4bpp 8x8 tiles, in which case all of $7E:AD00-$7E:C7FF is used. | Empty | 1408 |
| $7EC6E0 | Empty, untouched RAM on an unhacked ROM. In a hacked ROM, it may be occupied by ExAnimation data (see [url=https://smwc.me/m/smw/ram/7EC100]$7EC100[/url]). | Empty | 288 |
| $7F8183 | Empty, untouched RAM.
~420 bytes used in LM 1.70+ for VRAM modification (see details). | Empty | 504 |
| $7F9C7B | Empty RAM which is entirely untouched.
This area is used by many SMW hacking tools and patches, so hacked ROMs are likely to use some of the addresses found here. | Empty | 11141 |