AddressDescriptionTypeSize
$7E007DPlayer Y speed (8-bit, signed), in 1/16s of a pixel per frame. Positive speeds (01-7F) are downwards while negative speeds (80-FF) are upwards. SMW generally restricts Mario's downwards speed to a maximum of #$40, although because the game applies gravity after capping the speed, the actual maximum downwards speed is either #$43 (holding A/B) or #$46 (not holding A/B).Player1
$7E185FThis is the low byte of the Map16 tile (actual tile number, not "acts like" setting) that a sprite is touching vertically. The high byte is at $18D7. This, $1860, $1862, and $18D7 are set after $019138, the subroutine that allows the sprite to interact with objects, is called. (This includes $01802A, the routine that updates sprite position with gravity, which calls $019138.)Sprites1
$7E1860This is the low byte of the Map16 tile (actual tile number, not "acts like" setting) that a sprite is touching horizontally. The high byte is at $1862. This, $185F, $1862, and $18D7 are set after $019138, the subroutine that allows the sprite to interact with objects, is called. (This includes $01802A, the routine that updates sprite position with gravity, which calls $019138.)Sprites1
$7E1862This is the high byte of the Map16 tile (actual tile number, not "acts like" setting) that a sprite is touching horizontally. The low byte is at $1860. This, $185F, $1860, and $18D7 are set after $019138, the subroutine that allows the sprite to interact with objects, is called. (This includes $01802A, the routine that updates sprite position with gravity, which calls $019138.)Sprites1
$7E18D7This is the high byte of the Map16 tile (actual tile number, not "acts like" setting) that a sprite is touching vertically. The low byte is at $185F. This, $185F, $1860, and $1862 are set after $019138, the subroutine that allows the sprite to interact with objects, is called. (This includes $01802A, the routine that updates sprite position with gravity, which calls $019138.)Sprites1