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Tip: Create a fair "difficulty curve" - that is, start off easy and then get gradually more difficult as the hack progresses.Not logged in.
SMW RAM Map
Displaying 5 addresses. Show moderated addresses - Submit address
Address Length Type Description Submitter
$7E007A 1 byte Player Accumulating fraction bits for fixed point player X speed (fractions of 256, see code around $00D792, this handles horizontal movement with the player and when the player is on the slope).

Not to be confused with $7E13DA, which handles X position.
GreenHammerBro
$7E13DA 1 byte Player Accumulating fraction bits (fractions of 16; bits 4-7 used while bits 0-3 are always zero; #%XXXX0000) for fixed point player X speed.

Handled via a routine at $00DC4F.
GreenHammerBro
$7E13DA 1 byte Player [remove previous version please]

Accumulating fraction bits (fractions of 16; bits 4-7 used while bits 0-3 are always zero; #%XXXX0000) for fixed point player X position (not to be confused with $7E007A). This is used mainly for player's X speed position movement to enable increments for less-than a pixel.

Handled via a routine at $00DC4F.
GreenHammerBro
$7E13DC 1 byte Player Accumulating fraction bits for fixed point player Y speed. Same format as $7E13DA GreenHammerBro
$7E13DC 1 byte Player [remove previous version please, $7E13DC and $7E13DA are fixed point POSITIONS, not speed, they are meant so if they go past 15/16 (#%11110000), would move the player a pixel when $7E007B/$7E007D is a nonzero value]

Accumulating fraction bits for fixed point player Y position. Same format as $7E13DA but Y position instead of X.
GreenHammerBro

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