AddressDescriptionTypeSize
$7E0089Action 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).Player1
$7E19D8Screen exit table, high bytes. Combined with the table at [url=https://smwc.me/m/smw/ram/7E19B8]$19B8[/url], this connects doors and exit-enabled pipes to their correct entrances. This table specifically contains the upper 5 bits of the destination level/secondary exit, as well as some additional information about the exit, in the format HHHHwush:     h: High bit of destination level     HHHHh: High byte of destination secondary exit     s: Secondary exit flag     u: LM-modified flag (if unset, the entire byte is ignored and SMW's original exit system is used instead)     w: Water level flag (secondary exits) or midway flag* (primary exits) [size=8]* Only used if the destination level has "use seperate settings for midway entrance" set[/size] This table is indexed by the screen number Mario is on. In regular horizontal levels, this is the high byte of his X position, and in vertical levels, the high byte of his Y position. With the expanded horizontal level mode setting added by LM v3.00+, the current screen number the player is on can be obtained by calling the routine at [url=https://smwc.me/m/smw/rom/03BA02]$03BCDC[/url]. This table goes unused in the original game, although the h bit for each screen is still written. Instead, the original game just calculates high bit of the destination level/secondary exit based on whether the level is on the main map (0) or submap (1), and the s bit is controlled globally for the entire level by [url=https://smwc.me/m/smw/ram/7E1B93]$1B93[/url].Misc.32
$7E1B93Secondary exit flag. When a screen exit is taken, this controls whether the exit goes to the primary entrance of a level or a secondary entrance. In the original game, this is controlled by the last screen exit present in the level's object data, and affects every screen exit in the level (so you can not have a mixture of primary and secondary exits in a single level). Lunar Magic modifies the system so that this flag instead comes from the screen exit's data at [url=https://smwc.me/m/smw/ram/7E19D8]$19D8[/url].Misc.1
$7E1FE2Sprite table that decrements once per frame, and is used for multiple purposes. All standard sprites have it briefly set after spawning. Primarily, it disables water splashes from showing when the sprite enter or exits water, and disables interaction for the sprite with capespins, quake sprites, cape smashes, and net punches. Some sprites use it for miscellaneous purposes, as well. More information can be found [url=https://smwc.me/t/91198]here[/url].Sprites12