AddressDescriptionTypeSize
$7E13CDIf set to #$00, the midway point won't trigger if grabbed (it'll still make you big, but it won't set the midway flag). Never has any effect in the original SMW, probably left over from a beta. Lunar Magic disables this effect (see [url=https://smwc.me/m/smw/hijack/00F2DB/]$00F2DB[/url]) and uses this for different purposes. For example, it's used during level load, in the routine at $03BCDC and during level scroll code.Misc.1
$7E13CEMidway Point flag. #$00 = Midway Point not crossed; #$01 = Midway Point crossed. Also used on the overworld as a flag to to indicate the level should activate an event.Flag1
$7E13CFUsed to override the castle/ghost house entrance cutscene after you collect the midway point. #$00 = Show castle/ghost house entrance cutscene after collecting midway point. #$40 = Don't show castle/ghost house entrance cutscene after collecting midway point. Note that any non-zero value will work, this is just what SMW uses. Change $05:D9DE to #$9C to make the cutscene play regardless.Flag1
$7E192ARAM address used to hold some information while loading a level. Format: swaaaaaa. s = slippery level, w = water level, a = player action. In the original game, if one of bits 3-5 is set, the player action will be "vertical pipe exit downwards, water level", though with Lunar Magic, these extra bits are just ignored. Lunar Magic also uses the w bit during a screen exit for temporarily holding the water/midway flag from [url=https://smwc.me/m/smw/ram/7E19D8]$19D8[/url] as well. Note that the s and w bits are cleared after being transferred to $85/$86, so they'll both be 0 when read mid-level.Misc.1
$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
$7E1EA2Overworld level setting flags, location within the table corresponds to $7E13BF. Format: bmesudlr. b = level is beaten. m = midway point has been passed. e = unused in SMW, Lunar Magic turns it into the "no entry if level already passed" flag. s = unused in SMW, Lunar Magic turns it into the "open Save Prompt when level is beaten" flag. u = enable walking upwards. d = enable walking downwards. l = enable walking leftwards. r = enable walking rightwards. Setting the high bit of $7E1EEB will enable the special stage features (autumn overworld palettes, etc.) in the ORIGINAL game. The bit is set when you beat level 125 (FUNKY).Overworld96