AddressDescriptionTypeSize
$7E13CCThe value you store here is the amount of coins that are being added up, once per frame, to the total (done by incrementing the coin count and decrementing $13CC until 0). This is originally to allow the coin incrementing animation instead of instantly showing the total. This is handled by a code at $008F1D-$008F27. In the vanilla game, $13CC is written to via the routines at $05B329 - used by sprite 7E, the flying red coin, to give the player 5 coins - $05B330 - used by the Yoshi coin, to give the player 1 coin without overwriting the Yoshi coin sound effect - and $05B34A - used by various things which give the player a coin. These routines accumulate the value, in such a manner that the player can collect more than one coin in the same frame.Counter1
$7E1420Yoshi Coins collected. Does not affect amount of Yoshi Coins on status bar, and is instead exclusively used to control the number of points each coin gives.Counter1
$7E1422Amount of Yoshi Coins to display on the status bar. Values #$01 through #$04 are the values where it will display that number of Yoshi Coins, otherwise none are displayed. Counter1
$7E1F2F"Collected five or more Yoshi Coins" flags for each level. Each of the 8 bits of each byte represents a different level, based on the level's translevel ID from [url=https://smwc.me/m/smw/ram/7E13BF]$7E13BF[/url]. If a level's corresponding bit is set, Yoshi Coin objects will be skipped when the level is reloaded. Notably, the levels within each byte are ordered from most-significant bit to least-significant (e.g. level 0 uses bit 7 of $1F2F, while level 7 uses bit 0). To find a specific level's flag, start with the level's translevel ID; use id >> 3 to find its byte, and 1 << (7 - (id & 7)) to get a bitmask for its bit.Flag12