| Address | Description | Type | Size |
| $00FF93 | Empty (all FF) in a clean ROM.
Used by many patches (like fastrom), and the last byte becomes 42 when you lock the ROM. | Empty | 45 |
| $01C510 | Table of items to put in the item box when a powerup is touched. Indexed by Mario's status ($19), plus 4 times the type of powerup touched. Powerups are ordered as follows:
$01C510 to $01C513 - Mushroom
$01C514 to $01C517 - Flower
$01C518 to $01C51B - Star
$01C51C to $01C51F - Cape
$01C520 to $01C523 - 1-up
For a list of possible values, see [url=https://www.smwcentral.net/?p=memorymap&game=smw®ion=ram&address=7E0DC2&context=]$0DC2[/url].
Note: A value of 0x00 (empty) means that the item in the item box doesn't change. | Misc. | 20 |
| $028752 | A subroutine for spawning bounce sprites for blocks. It continues into the routine at [url=https://smwc.me/m/smw/rom/02887D]$02887D[/url].
Input:
- $04 - bounce sprite command
- $05 - value to use in $02887D
- $06 - speed index (see $02873A and $02873E)
- $07 - value of [url=https://smwc.me/m/smw/ram/7E009C]$9C[/url] the block will turn into
Notable subsections of this routine include:
- $028789 (9 bytes): Block bounce sprite YXPPCCCT table. First 7 values match with the value in $04 ([url=https://smwc.me/m/smw/ram/7E1699]$1699[/url] - 1) while the last two are for commands 0x10 and 0x11 (coloured turn blocks / !-block bounce animation).
- $028758 (49 bytes): Break turn block routine.
- $0287B0 (84 bytes): Stops an existing bounce animation, if [url=https://smwc.me/m/smw/ram/7E1699]$1699[/url] has no empty slots available to spawn a new bounce sprite into
- $028804 (121 bytes): Portion of the routine to actually spawn the bounce sprite
| Subroutine (JSL) | 335 |
| $029265 | INIT routine for most bounce sprites. Mainly used to allow bounce sprites to collect a coin directly above them, though the feature is unfinished and the coin's replacement tile ends up being a solid block instead of empty. Changing $0290ED to [AD] will disable this.
$029330 identifies which block on page 0 can be collected this way. Keep in mind that this is independent of the acts like setting and therefore support for other tiles has to be implemented manually. | Subroutine (JSR) | 241 |
| $02A9DE | Routine to find an empty sprite slot, starting from the highest usable slot, minus 2. Returns it in Y. Exclusively used for generators, since they don't always need to spawn a sprite. In reality this just sets $0E to 2 and then jumps to $02A9E6.
| Subroutine (JSL) | 45 |
| $02FFE2 | Empty on default. Can be used for various purposes. | Empty | 30 |
| $05B6FE | Tilemap of the erase file select dialog. ("ERASE MARIO A . . . EMPTY", etc.) | Layer 3 | 203 |
| $05B7C9 | Tilemap of the file select dialog. ("MARIO A . . . EMPTY", etc.) | Layer 3 | 169 |
| $05CFEA | Empty. | Empty | 22 |
| $078018 | Empty level (header only). Used as layer 2 when no background is needed. | Level data | 6 |
| $0780ED | Empty | Empty | 19 |
| $0BFD0D | Empty space. | Empty | 755 |
| $0EF0F0 | Empty in the original game, though sections of this are used by Lunar Magic for [url=https://www.smwcentral.net/?p=memorymap&game=smw&address=EF0F0-0EF1FF%2CEF200-EF3FF%2CEF400-EF5FF%2CEF600-EF7FF%2CEF800-EF9FF%2CEFA00-EFBFF%2CEFC00-EFDFF%2CEFE00-EFFFF®ion=hijack&description=%22by+Lunar+Magic%22]various purposes[/url]. | Empty | 3856 |
| $0FEF90 | Empty in the original game, though sections of this are used by Lunar Magic for [url=https://www.smwcentral.net/?p=memorymap&game=smw&address=FEF90-FEFFF%2CFF000-FF1FF%2CFF200-FF3FF%2CFF400-FF5FF%2CFF600-FF7FF%2CFF800-FF9FF%2CFFA00-FFBFF%2CFFC00-FFDFF%2CFFE00-FFFFF®ion=hijack&description=%22by+Lunar+Magic%22]various purposes[/url]. | Empty | 4208 |