RAM BYTES USED BY ORIGINALLY USED FOR
$7E:0058 1 byte objectool04.asm, Barker Duck, Empty. Cleared on reset, titlescreen load and overworld load.
$7E:005C 1 byte AirMeter/Panic (Sprite 82), Barker Duck, Empty. Cleared on reset, titlescreen load and overworld load.
$7E:0060 4 bytes* title.asm, Barker Duck(61) Empty. Cleared on reset, titlescreen load and overworld load.
$7E:0062 ? leodspr.asm, Barker Duck
$7E:0079 1 byte DisableFireCape.asm/NewCart.asm Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E:007C 1 byte Barker Duck Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E:0087 1 byte Barker Duck\IRQhack Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E:00F0 16 bytes DO NOT USE Used by Lunar Magic for various purposes.
$7E:00FE is the current level number plus 1 (so Yoshi's Island 1 would store #$0106 here). It's used for the custom palette loading code. #$0000 means that the custom palette won't be loaded (this is probably used for castle intros and/or credits).
The rest is unknown.

Originally, this address is empty, and it's cleared at reset, titlescreen and overworld load.
$7E:0695 108 bytes DO NOT USE Empty. Cleared on reset and titlescreen load.
100 bytes used in LM 1.70+ for VRAM modification.
$7E:0AF5 1 byte Barker Duck Cleared on reset and titlescreen load. Also cleared after a boss had been beaten - this can be disabled by changing [9C 5C 0A] at $00:B08D/0x328D to [80 01 EA].
$7E:0D9C 1 byte Empty Empty. Cleared on reset and titlescreen load.
$7E:0DA1 1 byte Hindenbird Empty. Cleared on reset and titlescreen load.
$7E:0DC3 4 bytes Owcounter.asm, Barker Duck, HindenBird Empty. Cleared on reset and titlescreen load. $7E:0DC3 is also cleared when selecting how many players to use, but this can be disabled with no known side effects by setting $00:9E48/0x2048 to [80 01 EA].
$7E:0DD4 1 byte Empty This address is only referenced once, and may be regarded as the low byte of $7E:0DD5. Its value is never used, nor is anything ever stored to it, and so it can be used as free RAM.
Cleared on reset and titlescreen load.
$7E:0DD9 1 byte objectclipping.asm, Hindenbird Empty. Cleared on reset and titlescreen load.
$7E:0DDB 3 bytes objectclipping.asm Empty. Cleared on reset and titlescreen load.
$7E:0F3A 6 bytes Hindenbird Empty. Cleared on reset and titlescreen load.
$7E:0F42 6 bytes LASM 147 Empty. Cleared on reset and titlescreen load.
$7E:0F5E 20 bytes* Barker Duck (&0F9A) Empty. Cleared on reset and titlescreen load. This table was probably meant to function as a cluster sprite table, but it was never used as such.
$7E:0F70
Hindenbird
$7E:13C0 ? Windowing.asm
$7E:13C8 1 byte LASM BB, 171, HindenBird, Barker Duck Empty. Cleared on reset and titlescreen load.
$7E:13D8 1 byte Barker Duck, Hindenbird Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E:13E6 2 bytes OWMusic.asm,Barker Duck,LakituFixSpecial Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E:13F2 1 byte Hindenbird,LakituFixSpecial Cleared on reset, titlescreen, overworld and cutscene load.
$7E:140A 1 byte deathfix Empty. Cleared on reset, titlescreen load, overworld load and during part of the cape flight routine.
$7E:140B 2 bytes Barker Duck Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.
$7E:1415 2 bytes Barker Duck(&1416) Empty. Cleared on reset, titlescreen load, overworld load and cutscene load.
$7E:145E 2 bytes Barker Duck Empty. Cleared on reset, titlescreen load, overworld load and cutscene load.
$7E:1461 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and cutscene load.
This byte functions as the "high byte" of $7E:1460. SMW does not actually use this byte, however it is overwritten during level load (see $05:BE92).
Cleared on reset, titlescreen, overworld, level (with the exception of boss rooms) and cutscene load.
$7E:146C 4 bytes Barker Duck Empty. Cleared on reset, titlescreen load, overworld load and cutscene load.
$7E:1473 1 byte Barker Duck Empty. Cleared on reset, titlescreen load and overworld load.
$7E:1475 1 byte Barker Duck Empty. Cleared on reset, titlescreen load and overworld load.
$7E:1477 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E:1479 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E:147B 1 byte Barker Duck Empty. Cleared on reset, titlescreen load and overworld load.
$7E:147D 1 byte Barker Duck Empty. Cleared on reset, titlescreen load and overworld load.
$7E:1487 4 bytes Antigravity Patch Empty. Cleared on reset, titlescreen load and overworld load.
$7E:14AC 1 byte Empty Empty. However, due to the code at $00:C563/0x04763 and $00:C513/0x04713, it decrements every fourth frame until it hits zero.
$7E:14BE 1 byte Barker Duck, Hindenbird Empty. Cleared on reset, titlescreen load, overworld load and cutscene load.
$7E:14C1 1 byte Empty Empty. Cleared on reset, titlescreen, overworld and cutscene load.
$7E:14C4 1 byte Empty Empty. Cleared on reset, titlescreen, overworld and cutscene load.
$7E:14C7 1 byte Empty Empty. Cleared on reset, titlescreen, overworld and cutscene load.
$7E:15E8 1 byte LASM:Level2E Empty. Cleared on reset, titlescreen load and overworld load.
$7E:1696 1 byte Hindenbird Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.
$7E:17BB 1 byte Empty Contains the low byte of the level number when loading the levels, but never read by anything. It's cleared when the loading is done. Can be used as freeram.
$7E:1864 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E:1869 2 bytes Hindenbird Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E:1879 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E:188A 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load, but also on death ($00:F625/0x7825) and in the Peach Rescued scene ($03:AE39/0x1B039).
$7E:188E 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.
$7E:18A6 1 byte mechatree.asm Unused RAM. Referenced at $01CF9E (Morton's code) but never actually used. Cleared on reset, titlescreen load, overworld load and level load.
$7E:18B4 1 byte Barker Duck Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E:18B7 1 byte Barker Duck Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E:18BB 1 byte Barker Duck Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E:18C5 8 bytes Barker Duck Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E:18CA-B 2 bytes NMSTL.asm
$7E:18D8 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.
$7E:18DB 1 byte Empty Set to #$08 at $00:CDD4 (unreachable by default) and never touched again. Might have been intended as a starting index for the player's fireballs.
Cleared on reset, titlescreen load, overworld load and level load.
$7E:18E6 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E:18F6 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load, cutscene load and level load.
$7E:1908 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and level load.
$7E:191B 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load, and every frame when Yoshi is on screen. The latter can be disabled by changing [9C 1B 19] at $01:EBD9/0xEDD9 to [80 01 EA].
$7E:191F 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E:1923 2 bytes Hindenbird Empty. Cleared on reset, titlescreen load and overworld load.
$7E:1926 2 bytes Hindenbird Empty. Cleared on reset, titlescreen load and overworld load.
$7E:1929 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E:192C 1 byte Empty Empty. Cleared on reset, titlescreen load and overworld load.
$7E:1934 1 byte Hindenbird Empty. Cleared on reset, titlescreen load and overworld load.
$7E:1936 2 bytes Hindenbird Empty. Cleared on reset, titlescreen load and overworld load.
$7E:1B7F 1 byte Empty Empty. Cleared on reset, titlescreen load, overworld load and titlescreen load.

This address could be regarded as the "high byte" of $7E:1B7E, however it is never used (AND #$00FF is applied) and only stored to on the overworld. Thus, it is safe to use this address as free RAM outside of the overworld.
$7E:1B97 2 bytes Empty This address is only stored to once in all of SMW, and that's in code that was originally never used (the fifth scrolling command, sprite #$EC). It was going to have some unknown use when you reached the last screen of the level. Because SMW never executes the code that writes to it (unless that command is used), this is a safe address to use.

Cleared on reset, titlescreen load, overworld load and cutscene load.
$7E:1DEF 1 byte Empty Empty. Cleared on reset and titlescreen load.
$7E:1DFD-FF 2 bytes AMK Empty. Cleared on reset, titlescreen, overworld and level load (the latter two due to new music banks being uploaded). Note that $7E:1DFD is cleared twice, due to a 16-bit store to $7E:1DFC - at $04:969F/0x2189F (LDA #$0023 : STA $1DFC) and $05:C75D/0x2C95D (LDA #$0009 : STA $1DFC).
$7E:1E00 1 byte Empty Empty. Cleared on reset, titlescreen, overworld and level load (the latter two due to new music banks being uploaded).
$7E:1E01 1 byte Empty Empty, unused. Cleared on reset and titlescreen load. However, if the debug code at $00:CC86/0x4E86 is enabled, this address allows you to be in free roaming mode: the player can move in any direction, without being affected by objects or sprites. #$00 = none; #$01 = dash immediately; #$02 = free roaming.
$7E:1F2B 3 bytes Empty Empty. Cleared at reset and titlescreen load. Unlike most empty addresses, this one is saved to and loaded from SRAM.
$7E:1F3B 1 byte Empty Empty. Cleared on reset and titlescreen load.
$7E:1F48 1 byte Empty Empty. Cleared on reset and titlescreen load.
$7E:1FFA 1 byte Hindenbird Empty. Cleared on reset and titlescreen load.
$7E:1FFF 1 byte Empty Empty. Cleared on reset and titlescreen load.
$7E:C100* 1,408 bytes Empty Empty, untouched RAM on an unhacked ROM, potentially occupied with extended animated tile graphics in a hacked ROM.
$7E:C271
3D0RedGem.asm(Blue, yellow)
$7E:C275
3D0RedGem.asm(Blue, yellow)
$7E:C400 20 bytes Doc Cros boss.
$7E:C6E0 288 bytes Empty Empty, untouched RAM on an unhacked ROM, potentially occupied with extended animated tile graphics in a hacked ROM.
$7F:8183 504 bytes DO NOT USE Empty, untouched RAM.
~420 bytes used in LM 1.70+ for VRAM modification.
$7F:837E-$7F9856
genericuploader.asm
$7F:8827 ? math.asm/thermometer.asm
$7F:888A-8C - frankboss.asm/tanuki.asm on 8C
$7F:8900 ? firechomp.asm
$7F:9A7B
math.asm/3C3MathBlock0.asm
$7F:9A7C-7D
3C3MathBlock0-9.asm
$7F:9A7E
math.asm
$7F:9A81
score.asm/2D90eventdoors.asm
$7F:9A82
2DC8RttFDoorA.asm
2DC9RttFDoorB.asm
2DD4doortargets.asm
2DD6flagpole.asm
2DD7failuretele.asm
2DE2RttFDoorC.asm
3CFplacer.asm

$7F:9A83-84 ? 2D90eventdoors.asm
3B1doomark1.asm

$7F:9A90


$7F:9B01
3CDAnswerSubmit.asm
$7F:9C7B* 11,141 bytes Empty Empty RAM which is entirely untouched.
This area is used by many SMW hacking tools, so hacked ROMs are likely to use some of the addresses found here. A list of RAM addresses used by several SMW hacking tools can be found here.
$7F:9D00 40 bytes Hindenbird
$7f:9E00
HDMA stuff (edit1754)
$7F:A000-4


$7F:A006-7
LASM:Level2E
$7F:A00A-B
LASM:Level2E
$7F:A230-3C ? timer.asm/2DCBRttFspike.asm
$7F:AB10 ? Various Sprites
$7F:AB28 ? Various Sprites
$7F:AB34 ? npc3.asm
$7F:AB9E 8 bytes Various Sprites
$7F:ABAA ? objectclipping.asm
$7F:AC80
asar_patch
$7F:B000 ? AMK?
$7F:B020-22


$7F:B100
390Button1-9.asm, Barker Duck
$7F:B200-21 15 bytes newcart (sprite)
$7F:B300-30
LASM Level 2E
$7F:B500 400 bytes Barker Duck
$7F;B603
LASM:Level2E
$7F:C070 ? laser.asm
$7F:C080 ? 3D5A-F.asm
360animhurt1-4.asm

$7F:C0FC
3D0RedGem.asm(Blue, yellow)
3D3RedGemActivateBlock.asm
(Yellow, Blue)

$7F:C700 96 bytes CoinDefines.asm
$7F:C770 41 bytes DKC2_bar.asm,
MultimidwayPoints1.3.asm