(first value is the value when i took the secret exit, second is the main exit) Address $7E0004: $80, $01 ; \ scratch ram Address $7E0006: $04, $12 ; | Address $7E0007: $FF, $CB ; / Address $7E0015: $00, $01 ; controller data Address $7E0046: $FF, $00 ; Column/row of Map16 tiles to use for VRAM upload when layer 1 is scrolling left/up. Address $7E0049: $F8, $FC ; Column/row of Map16 tiles to use for VRAM upload when interactive layer 2 is scrolling left/up. Address $7E0095: $00, $01 ; Player X position (16-bit) within the level, next frame (high byte) Address $7E009B: $00, $01 ; X position of block the player is touching, high byte. Address $7E009D: $01, $00 ; Lock animation and sprites flag Address $7E00A6: $80, $78 ; Sprite number, or Acts Like setting for custom sprites (index 8) Address $7E00A7: $0E, $78 ; Sprite number, or Acts Like setting for custom sprites (index 9) Address $7E00BE: $00, $10 ; Sprite X speed table. (index 8) Address $7E00BF: $00, $10 ; Sprite X speed table. (index 9) Address $7E00CA: $00, $01 ; Miscellaneous sprite table. (index 8) Address $7E00CB: $00, $01 ; Miscellaneous sprite table. (index 9) Address $7E00D2: $00, $01 ; Player X position (16-bit) within the level, current frame (high byte) Address $7E00E1: $30, $80 ; Sprite Y position, low byte. (index 9) Address $7E00ED: $18, $60 ; Sprite X position, low byte. (index 9) Address $7E0262: $00, $66 ; \ OAM table - handles all sprite tiles that are on screen Address $7E0263: $00, $26 ; | Address $7E0267: $00, $26 ; | Address $7E026A: $00, $FF ; | Address $7E026B: $00, $26 ; | Address $7E026F: $00, $26 ; / Address $7E0D8A: $20, $31 ; \ 16-bit pointers for uploading the player's, Yoshi's and Podoboo's on-screen tiles. Address $7E0D94: $22, $33 ; / Address $7E0DAE: $0F, $00 ; Handles brightness and force blank. (max brightness in others, min in main) interesting? Address $7E0DAF: $01, $00 ; others: growing mosaic, main: shinking mosaic Address $7E13EF: $00, $01 ; player is on ground flag (probs unrelated) Address $7E1411: $01, $00 ; horiz. scroll settings from header.0=off,1=on. interesting? Address $7E1438: $30, $00 ; Keyhole Y position when keyhole sequence is activated. It's also used in the Iggy/Larry boss fight, where it controls the player Y position when on the ground. Address $7E1493: $00, $01 ; End level timer. Setting to #$FF will end the level as a goal sphere / boss fight. interesting? Address $7E1494: $00, $80 ; Direction of the color fading at level end.0=getting darker,80=lighter Address $7E1496: $00, $05 ; Player animation timer. Address $7E14D0: $00, $08 ; \Sprite status table. Address $7E14D1: $00, $08 ; / Address $7E14DC: $01, $00 ; \Sprite Y position, high byte. Address $7E14DD: $01, $00 ; / Address $7E14E8: $00, $01 ; \Sprite X position, high byte. Address $7E14E9: $00, $01 ; / Address $7E14F3: $00, $80 ; \Accumulating fraction bits for fixed point sprite Y speed. Address $7E14F4: $20, $00 ; /(wtf) Address $7E1525: $08, $00 ; Miscellaneous sprite table (vertical directions, yoshi, reznor killed) Address $7E1577: $00, $28 ; Miscellaneous sprite table (timed lift stuff, follow player sprites) Address $7E1591: $00, $04 ; Sprite blocked status table. Main: a sprite (which?) is blocked from below Address $7E15FD: $00, $04 ; \Sprite YXPPCCCT table. Address $7E15FE: $00, $0A ; | Address $7E15FF: $02, $0A ; / Address $7E1609: $00, $01 ; Miscellaneous sprite table. Often used as graphics pointer. Address $7E166A: $0C, $00 ; \Sprite properties Address $7E166B: $0A, $00 ; | Address $7E1676: $20, $0A ; | Address $7E1677: $32, $0A ; | Address $7E1682: $3E, $C2 ; | Address $7E1683: $02, $C2 ; | Address $7E168D: $39, $00 ; | Address $7E168E: $3A, $08 ; | Address $7E168F: $09, $08 ; / Address $7E17F5: $00, $02 ; \Minor extended sprite number Address $7E17F6: $00, $02 ; |(this is caused by bonus stars) Address $7E17F7: $00, $02 ; | Address $7E17F8: $00, $02 ; | Address $7E17F9: $00, $02 ; | Address $7E17FA: $00, $02 ; / Address $7E1803: $00, $74 ; Minor extended sprite Y position Address $7E1874: $00, $01 ; \Sprite off screen flag table, vertical Address $7E1875: $00, $01 ; / Address $7E1917: $C0, $40 ; \Sprite properties Address $7E1918: $44, $40 ; /why is there so much of this Address $7E193C: $00, $01 ; \Sprite load status within the level Address $7E193D: $00, $01 ; / Address $7E1B99: $00, $01 ; Used in goal point marching: flag to show peace image flag and handling the fade-out ellipse. interesting?