You'll need to use concepts such as velocity and acceleration. You could program the jump as an increase in upwards velocity, making the object go upwards until the acceleration turns the velocity downwards.
Of course, this is only my approach. You could probably use easier methods for jumping, but I think using physics is the most realistic way to make jumps.
Protip: You should rename A1 and A2 to be more descriptive of their purpose. In other words, if they're coordinates, you should name them something like AX and AY.
Also, if you mean an easier way to modify the Y-coordinate when jumping, you can aid yourself with a bit of physics.
I'm not sure, but I think most schools start teaching free fall physics at around 10th grade.
Use the LOAD instruction. Specify the load destination as GRPF, which is the loaded font sheet. Of course, you need to use a proper font graphics sheet for it to look properly.
Example...
LOAD "GRPF:<Font file name>"
Here's an example of placing a sprite of a piece of meat (definition number 16) near the center of the screen:
SPSET 0,16 'WE LEAVE 0 AS THE MANAGEMENT NUMBER
SPOFS 0,200,120 'WE SPECIFY THE SPRITE'S MANAGEMENT NUMBER, AND THE COORDINATE (200,120), WHICH IS NEAR THE CENTER OF THE SCREEN
If you want to have multiple sprites, just use the SPDEF command various times with different management #s.
You can change where the sprite is located with SPOFS. It uses the following syntax...
SPOFS [Management #],[X Coordinate],[Y coordinate]
There are a bunch of other instructions that deal with sprites, (most will start with SP, as I've mentioned before) but I'll leave you to explore them on your own. Feel free to ask about anything, still!
The definition number is basically the sprite itself. You can check all default definition numbers in the Smile Tool by pressing the SPDEF button. The syntax for SPSET is the following...
SPDEF [Management #],[Definition #]
After running this, you should see the sprite in the upper left corner of the screen.
There are a lot of commands that are used to manipulate sprites. All of them start with SP, and probably the most basic is SPSET.
This command creates a sprite by giving it a management number and a definition number. The management number serves as the sprite's unique ID, and you use this ID with most other SP commands.
I suggest you start by reading through the official e-manual. You can find it here...
http://smilebasic.com/en/e-manual/10.php
After reading it, I suggest just messing around with code, mastering every command through experimentation! If you need help with anything, you can ask away!
There's a problem with that, though. If you want to publish remakes, you're running the risk of your upload getting taken down and your account from getting publishing restrictions. Writing (C) Nintendo somewhere doesn't make it any better.
Besides, making original content gives a lot more room for, well, originality!
Just have that in mind.
Mario is a copyrighted asset from Nintendo. Publishing anything with Mario (or any other copyrighted asset, really) will get the upload taken down, and the publisher may suffer publishing-related punishments.
In other words, there isn't one.
If you're completely new to programming you should read the official e-manual. You can find it here...
http://smilebasic.com/en/e-manual/10.php
If you have any other doubts after reading the manual, you can ask anything in this community! We'll try to answer as best as we can.
You should read some copyright laws before trying to talk about them. It doesn't matter what language it was in or what language am I translating it into. The game itself, its concept, is copyrighted.
First off, every object is drawn using pure graphics functions, not sprites.
Secondly, changing its looks doesn't make it break any less copyright. Copyright is something that protects someone's intellectual property, and something that encourages originality. It shouldn't be seen as some sort of barrier or evil law.
I'm remaking it as a sort of self challenge, no way I'm actually releasing it.