NSMB2 Sprite Database


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The above bar needs more green. HELP US MAKE IT HAPPEN!

Is the data in your Reggie outdated? Click here for an automatically generated version of spritedata.xml which you can put into your Reggie data folder containing all the data listed here!
This is a PRIVATE DATABASE. You may show the output XML later when it is more stable.
Some objects may be marked not used. This is because 1) they are really unused or 2) they have no spritedata to go along with it.
Here is how the system works. All of the sprites, used and unused, are listed here. You document the data of the sprite, and mark it.


ID:Name:
0Autoscrolling Controller
Triggering Event ID: value at nybble 1-2 (comment: When triggered, the controller will start moving.)
No Ending Wait: checkbox on nybble 5 with mask 1 (comment: If checked, the ending behaviour will happen as soon as the final node is reached, rather than having a pause first.)
Path ID: value at nybble 6 (comment: The path the autoscroller will follow.)
Starting Behavior: list at nybble 9: 0=Lock All Camera Movement, 1=Unlock Y-Axis Movement, 2=Unlock X-Axis Movement, 3=Autostart (comment: Determines how the controller will act when starting.)
Ending Behavior: list at nybble 10: 0=Unlocks Camera Movement, 1=Move To Target Node, 2=Lock X-Axis Movement, 3=Lock Backwards X-Axis Movement (comment: Determines how the controller will act when ending.)
Midway Starting Node: value at nybble 11-12 (comment: Value+1. The path node that movement should start from if the level is entered from a checkpoint.)
Unknown Value 13-14: value at nybble 13-14 (comment: Max value used is 4.)
Target Node: value at nybble 15 (comment: Value+1. This node is used to determine where to scroll to when ending behaviour is set to 1.)
Unknown Value 16: value at nybble 16 (comment: Max value used is 9.)
1Pipe Bubbles
Triggering Event ID: value at nybble 1-2 (comment: Turns off while the specified Event ID is activated.)
Strength: list at nybble 5: 0=Strongest, 1=Strong, 2=Weak, 3=Weakest (comment: Controls the strength of the flow.)
Orientation: list at nybble 6: 0=Pipe Up, 1=Pipe Down, 2=Pipe Right, 3=Pipe Left (comment: Which way the pipe its placed on is facing.)
Just Bubbles: checkbox on nybble 11 with mask (comment: When checked only the bubbles will be shown. (Nothing will be visible if placed outside water.))
2Downwards Water Pull
Unknown Value 6: value at nybble 6
Size: list at nybble 11: 0=10 blocks, 1=5 blocks (comment: When 1 or above the size is always 5 blocks.)
3Cheep Chomp
Triggering Event ID: value at nybble 1-2 (comment: When the Event ID is triggered, the Cheep Chomp will move away towards a direction.)
Triggering Behavior: list at nybble 11: 0=Moves Straight in Current Direction, 1=Swims Right (comment: A Value of 0 Makes the Cheep Chomp Swim straight in the direction it is currently facing. A Value of 1 makes it turn to swim off the right of the screen.)
Unknown Value 12: value at nybble 12
4Burner - Right
Longer Flame: checkbox on nybble 5 with mask 1 (comment: Makes the fire longer.)
Pauses: checkbox on nybble 11 with mask 1 (comment: When checked, the burner does not stay on constantly.)
Pause Time: value at nybble 12 (comment: Incremetaly increases how long the burner pauses for. (Requires Nybble 11 to have a value of 1)))
5Burner - Down
Longer Flame: checkbox on nybble 5 with mask 1 (comment: Makes the fire longer.)
Pauses: checkbox on nybble 11 with mask 1 (comment: When checked, the burner does not stay on constantly.)
Pause Time: value at nybble 12 (comment: Incremetaly increases how long the burner pauses for. (Requires Nybble 11 to have a value of 1)))
6Burner - Left
Longer Flame: checkbox on nybble 5 with mask 1 (comment: Makes the fire longer.)
Pauses: checkbox on nybble 11 with mask 1 (comment: When checked, the burner does not stay on constantly.)
Pause Time: value at nybble 12 (comment: Incremetaly increases how long the burner pauses for. (Requires Nybble 11 to have a value of 1)))
7Burner - Up
Longer Flame: checkbox on nybble 5 with mask 1 (comment: Makes the fire longer.)
Pauses: checkbox on nybble 11 with mask 1 (comment: When checked, the burner does not stay on constantly.)
Pause Time: value at nybble 12 (comment: Incremetaly increases how long the burner pauses for. (Requires Nybble 11 to have a value of 1)))
8Swooper
Behavior: list at nybble 6: 0=Flies when close, 1=Flies when directly under (comment: Used in coin rush level 14-1)
Swoop Short Distance: checkbox on nybble 8 with mask (comment: When checked, when the swooper drops down to begin moving in the direction of the player, the swooper will not swoop doward as low.)
9Whomp
Movement: list at nybble 5: 0=Walks, 1=Still (comment: Controls if the Whomp walks or not.)
Big: checkbox on nybble 6 with mask (comment: Also increases amount of coins, if Object is is set to Coins.)
Roulette Block Contents: list at nybble 9: 0=Fire Flower and Star, 1=Gold Flower and Super Leaf, 2=Super Leaf and Star, 3=Super Star, 4=Fire Flower and Gold Flower (comment: Determines the contents of the Roulette Block.)
Object to Spawn: list at nybble 10: 0=Nothing, 1=Roulette Block, 2=Star Coin, 3=Red Coin Ring, 4=Coins, 5=Moon Coin (comment: If Movement = Walks, this object appears when the Whomp is KO'd. If Movement = Still, it is appeared when the Whomp is down. Star Coin is Unused.)
Star/Moon Coin Number: list at nybble 12: 0=One, 1=Two, 2=Three (comment: Determines what star coin to spawn.)
10Switchable Conveyor Belt - Lemmy Koopa Battle
Triggering Event ID: value at nybble 1-2 (comment: What Event ID triggers the conveyor belt.)
Collider Width: value at nybble 6 (comment: Determines how wide the collision for the platform is. (Set this to 12 to have the collider correctly match the model))
11Water Flow
Triggering Event ID: value at nybble 1-2 (comment: This Event ID triggers the flow turning off.)
Strength: list at nybble 5: 0=Strongest, 1=Strong, 2=Weak, 3=Weakest (comment: Controls the strength of the flow.)
Direction: list at nybble 6: 0=Up, 1=Down, 2=Right, 3=Left (comment: The direction of the water flow.)
Location ID: value at nybble 11-12 (comment: What location the water flow should be in.)
12Lava
Triggering Event ID: value at nybble 1-2 (comment: If this Event ID is 0, and speed/direction is not said to No Movement, the sprite will endlessly move. Uses switch timer.)
Movement Distance: value at nybble 7 (comment: The base movement distance, in tiles.)
Liquid Behavior: list at nybble 8: 0=Normal, 1=Rises and Lowers, 4=Unknown 4, 5=Unknown 5, 8=Topless Liquid (comment: The liquid's behavior.)
Rising Delay: value at nybble 9 (comment: Time it takes before the liquid rises.)
Movement Distance Overflow: value at nybble 10 (comment: Value*16 is added to the movement distance.)
Speed/Direction: list at nybble 11: 0=No Movement, 1=Up Normal, 2=Up Fast, 3=Up Faster, 4=Up Slow, 5=Up Slowest, 6=Up Slower, 7=Up Normal, 8=No Movement, 9=Down Normal, 10=Down Fast, 11=Down Faster, 12=Down Slow, 13=Down Slowest, 14=Down Slower, 15=Down Normal (comment: The speed and direction of liquid movement.)
Lowering Delay: value at nybble 12 (comment: Time it takes before the liquid lowers.)
13Poison
Triggering Event ID: value at nybble 1-2 (comment: If this Event ID is 0, and speed/direction is not said to No Movement, the sprite will endlessly move. Uses switch timer.)
Movement Distance: value at nybble 7 (comment: The base movement distance, in tiles.)
Liquid Behavior: list at nybble 8: 0=Normal, 1=Rises and Lowers, 8=Topless Liquid (comment: The liquid's behavior.)
Rising Delay: value at nybble 9 (comment: Time it takes before the liquid rises.)
Movement Distance Overflow: value at nybble 10 (comment: Value*16 is added to the movement distance.)
Speed/Direction: list at nybble 11: 0=No Movement, 1=Up Normal, 2=Up Fast, 3=Up Faster, 4=Up Slow, 5=Up Slowest, 6=Up Slower, 7=Up Normal, 8=No Movement, 9=Down Normal, 10=Down Fast, 11=Down Faster, 12=Down Slow, 13=Down Slowest, 14=Down Slower, 15=Down Normal (comment: The speed and direction of liquid movement.)
Lowering Delay: value at nybble 12 (comment: Time it takes before the liquid lowers.)
14Cloud FG Effect
15Water
Triggering Event ID: value at nybble 1-2 (comment: If this Event ID is 0, and speed/direction is not said to No Movement, the sprite will endlessly move. Uses switch timer.)
Movement Distance: value at nybble 7 (comment: The base movement distance, in tiles.)
Rising Water: checkbox on nybble 8 with mask 1 (comment: Makes the water rise/lower when checked.)
Underwater Lighting: checkbox on nybble 8 with mask 8 (comment: Uses alternate texture for underwater lighting.)
Rising Delay: value at nybble 9 (comment: Time it takes before the liquid rises.)
Movement Distance Overflow: value at nybble 10 (comment: Value*16 is added to the movement distance.)
Speed/Direction: list at nybble 11: 0=No Movement, 1=Up Normal, 2=Up Fast, 3=Up Faster, 4=Up Slow, 5=Up Slowest, 6=Up Slower, 7=Up Normal, 8=No Movement, 9=Down Normal, 10=Down Fast, 11=Down Faster, 12=Down Slow, 13=Down Slowest, 14=Down Slower, 15=Down Normal (comment: The speed and direction of liquid movement.)
Lowering Delay: value at nybble 12 (comment: Time it takes before the liquid lowers.)
16Amp
Shift 1/2 Block Right: checkbox on nybble 5 with mask 1 (comment: Useless.)
17Amp Circle
Rotation Speed: list at nybble 5: 0=Slow, 1=Medium, 2=Fast (comment: The speed of the Amps as they rotate. Any values equal to or above 3 return 0.)
Movement Direction: list at nybble 6: 0=Clockwise, 1=Counterclockwise (comment: The direction the Amps spin in.)
Visible Rail: checkbox on nybble 8 with mask 1 (comment: If checked, a rail will be shown.)
Circle Radius: value at nybble 9 (comment: Value +1.5.)
Number of Amps: value at nybble 10 (comment: The number of Amps in the circle. Value +1.)
Unknown Value 12: value at nybble 12
Amp 5-8 Gap Position: value at nybble 13 (comment: The gap where the player can jump through. Is a bitfield.)
Amp 1-4 Gap Position: value at nybble 14 (comment: The gap where the player can jump through. Is a bitfield.)
Amp 13-16 Gap Position: value at nybble 15 (comment: The gap where the player can jump through. Is a bitfield.)
Amp 9-12 Gap Position: value at nybble 16 (comment: The gap where the player can jump through. Is a bitfield.)
Gap Replacement: list at nybble 18: 0=Empty, 1=Coins, 2=Entire Circle is Coins (comment: Coins in circle jump up 1 tile after level fade-in.)
Unknown Value 20: value at nybble 20
18Tile Creater/Destroyer (Tile God Event)
Triggering Event ID: value at nybble 1-2 (comment: What Event ID triggers the action.)
Smoke Effect: checkbox on nybble 6 with mask (comment: Adds a smoke poof effect when a tile is created or destroyed.)
Tile: list at nybble 7: 0=Red Block, 1=Brick Block, 2=Coin, 3=Stone Block, 4=Wood Block, 5=Same as 4?, 6=Blue Block, 7=Mini Mario Passageway (Right), 8=Up-facing Vertical Blue Pipe - Top Left, 9=Broken Vertical Blue Pipe - Top Right, 10=Horizontal Mini Pipe Center, 11=Left-facing/Right-facing [which?] Horizontal Green Pipe - Bottom Left (comment: The kind of block that gets destroyed or created.)
Action: list at nybble 8: 0=Destroy, 1=Create (comment: The action the tile god should do.)
Pattern: list at nybble 10: 0=All Tiles, 1=Alternating, 2=Alternating type 2 (comment: Determines the pattern the spawned tiles will be in.)
Action Never Expires: checkbox on nybble 11 with mask (comment: Will the action ever expire?)
Unknown Value 12: value at nybble 12
Height: value at nybble 14 (comment: 0 is same as 1. Expands downwards.)
Width: value at nybble 16 (comment: 0 is same as 1. Expands to the right.)
Height Overflow: value at nybble 18 (comment: 0 is same as 1. Expands upwards.)
Width Overflow: value at nybble 20 (comment: 0 is same as 1. Expands to the left.)
19Desert Crater
Target Event ID: value at nybble 1-2 (comment: Switches on when exploded by a Bob-omb.)
20Gold Block
Behavior: list at nybble 5: 0=Normal, 1=Spouting Coins (comment: [Unused])
21Note Block
Unknown Value 8: value at nybble 8 (comment: Max value is 0x0F. Seems to be be used in odd/even patterns.)
Item: list at nybble 14: 0=None, 1=Coin, 2=Fire Flower, 3=None 2, 4=Tanooki Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star if invincible, 9=???, 10=Multi Coin Block, 11=1-UP, 12=None 3, 13=Springboard, 14=Mushroom if small, 15=None 4 (comment: The item is only spawned if the block is hit from below.)
22Special Exit Controller (Warp Entrance)
Triggering Event ID 1: value at nybble 1-2 (comment: Broken; Mario gets stuck if after touching warp area if this is set to >0, even if flag is/gets activated.)
Triggering Event ID 2: value at nybble 3-4
Height: value at nybble 5 (comment: )
Entrance ID: value at nybble 6 (comment: The actor warps Mario to the destination of this entrance.)
Width: value at nybble 8
Required Player Movement: list at nybble 10: 0=None, 1=On vine, 2=Falling, 3=Flying from Pipe Cannon, 4=Standing
Trigger Point: list at nybble 11: 0=On contact with edge, 1=On contact with center (comment: Determines the part of the warp that will trigger the exit.)
Mario Movement: list at nybble 12: 0=Normal, 4=Cannon end, 8=Walk right, 12=Walk left (comment: 4=Mario jumps while saying "wahee" and the level is completed with the normal exit. With this, the Entrance ID doesn't matter.)
23Respawnable Hidden Block
Unknown Value 5: value at nybble 5 (comment: When set to 13 No block spawns.)
Unknown Value 7: value at nybble 7 (comment: When set to 2,6,8,10 or 14 No block spawns.)
Unknown Value 8: value at nybble 8
Unknown Value 10: value at nybble 10
24Flying ? Block
Behavior: list at nybble 5: 0=Right, 1=Short Back and Forth, 2=Up and Down, 3=Still
Color: list at nybble 6: 0=Yellow (Overworld), 1=Blue (Underground), 2=Grey (Snow), 3=Red (Lava) (comment: The color of the Flying ? Block. Hit animations stay yellow, however.)
Move Left: checkbox on nybble 10 with mask (comment: Ignores the behavior nybble, and if checked, will move left instead of right.)
Contents: list at nybble 14: 0=Nothing, 1=Coin, 2=Super Mushroom if small and Fire Flower if big, 4=Super Mushroom if small and Super Leaf if big, 5=Gold Flower, 6=Mini Mushroom, 7=Super Star, 8=Coin if not invincible and Super Star if invincible, 9=Mega Mushroom, 10=Ten Coins, 11=1-Up Mushroom, 13=Trampoline, 14=Super Mushroom if small and coin if big (comment: 10="Wings fall off" effect plays every time block is hit.)
25Fly Away ? Block (contains 1-Up)
Moves Faster: checkbox on nybble 5 with mask (comment: When checked, the flying block will move faster.)
Behavior: list at nybble 6: 0=Instantly Grows Wings, 1=Moves upright then grows wings, 2=Moves further upright then grows wings
Color: list at nybble 8: 0=Yellow (Overworld), 1=Blue (Underground), 2=Grey (Snow), 3=Red (Lava) (comment: You probably have to use the proper stage tileset to have these be correct before hit.)
26Roulette Block
Contents: list at nybble 14: 0=Fire Flower and Star, 1=Gold Flower and Super Leaf, 2=Super Leaf and Star, 3=Super Star, 4=Fire Flower and Gold Flower (comment: This powerup will be in-between the Super Mushroom (first item) and 1-Up Mushroom (last item). 3 is unused.)
27POW Block
Automatically Triggered: checkbox on nybble 6 with mask (comment: When checked, the powblock will act as if it has been hit upon being loaded. [Unused])
28Movement-controlled POW Block
Movement ID: value at nybble 21-22
29Bob-omb
Behaviour: list at nybble 11: 0=Normal, 1=Jump When Spawned, 2=Shot From Cannon, 3=Frozen (comment: [Unused])
Face Right: checkbox on nybble 20 with mask 1 (comment: If 1 or above, the bob-omb will face right.)
30Castle Boss Controller
Autowalk Distance: value at nybble 5 (comment: The number of tiles mario will walk into the arena before the cutscene starts.)
Cutscene: list at nybble 6: 0=World 1, 1=World 2, 2=World 3, 3=World 4, 4=World 8, 5=World 7, 6=World 5
31Boomerang Bro.
Jump Frequency: list at nybble 6: 0=More, 1=Average, 2=Less, 3=Never (comment: How frquently the Boomerang Bro will jump.)
Doesn't Jump Down: checkbox on nybble 20 with mask 1 (comment: If checked the Boomerang Bro will not jump below the platform it is stood on.)
32Fire Bro.
Defunct Gold Ring Flag: value at nybble 1-2 (comment: Defunct Triggering Event that was presumably required for Gold Ring functionality at one point.)
Jump Frequency: list at nybble 6: 0=More, 1=Average, 2=Less, 3=Never (comment: How frquently the Fire Bro will jump.)
Doesn't Jump Down: checkbox on nybble 20 with mask 1 (comment: If checked the Fire Bro will not jump below the platform it is stood on.)
33Hammer Bro.
Jump Frequency: list at nybble 6: 0=More, 1=Average, 2=Less, 3=Never (comment: How frquently the Hammer Bro will jump.)
Doesn't Jump Down: checkbox on nybble 20 with mask 1 (comment: If checked the Hammer Bro will not jump below the platform it is stood on.)
34Sledge Bro.
Jump Frequency: list at nybble 6: 0=More, 1=Average, 2=Less, 3=Never (comment: How frquently the Sledge Bro will jump.)
Doesn't Jump Down: checkbox on nybble 20 with mask 1 (comment: If checked the Sledge Bro will not jump below the platform it is stood on.)
35Lava Bubble
Unknown Value 5: value at nybble 5
Time Between Jumps: value at nybble 6 (comment: In seconds)
36Arch-movement Lava Bubble
Triggering Event ID: value at nybble 1-2
Arc Speed: value at nybble 6 (comment: The speed of the actual lava bubble.)
Delay: value at nybble 7 (comment: Delay between fire balls.)
Direction: list at nybble 10: 0=Left, 1=Right
37*Reznor Cutscene Controller - Roy (Unused)
38Reznor Wheel
Location ID: value at nybble 5 (comment: Sets the location used to initialise the fight.)
Reznor 1: checkbox on nybble 6 with mask 1 (comment: Enables reznor 1)
Reznor 2: checkbox on nybble 6 with mask 4 (comment: Enables reznor 2)
Reznor 3: checkbox on nybble 6 with mask 8 (comment: Enables reznor 3)
Reznor 4: checkbox on nybble 6 with mask 2 (comment: Enables reznor 4)
Big Wheel: checkbox on nybble 7 with mask 1 (comment: When checked, the reznor wheel will be a big reznor wheel.)
Less Frequent Fire: checkbox on nybble 8 with mask 1 (comment: When checked, reznor will breath fire less frequent.)
Counter-clockwise: checkbox on nybble 10 with mask 1 (comment: Rotates counter-clockwise instead of clockwise.)
Reznor 5 (Big Wheel Only): checkbox on nybble 14 with mask 1 (comment: Enables reznor 5 (Big Wheel Only))
Reznor 6 (Big Wheel Only): checkbox on nybble 14 with mask 4 (comment: Enables reznor 6 (Big Wheel Only))
Reznor 7 (Big Wheel Only): checkbox on nybble 14 with mask 2 (comment: Enables reznor 7 (Big Wheel Only))
Reznor 8 (Big Wheel Only): checkbox on nybble 14 with mask 8 (comment: Enables reznor 8 (Big Wheel Only))
39Reznor Battle Bridge
Length: value at nybble 5 (comment: Adds n*1 tiles to the total length.)
Breaking Direction: list at nybble 6: 0=Right to Left, 1=Left to Right (comment: Sets the direction the platform with break in.)
Length Overflow: value at nybble 8 (comment: Adds n*16 tiles to the total length.)
40! Burner - Right
Long Flame: checkbox on nybble 5 with mask
41! Burner - Down
Long Flame: checkbox on nybble 5 with mask
42! Burner - Left
Long Flame: checkbox on nybble 5 with mask
Unknown Value 6: value at nybble 6
43! Burner - Up
Long Flame: checkbox on nybble 5 with mask
Unknown Value 6: value at nybble 6
44Track-controlled Burner - Four Directions
Longer Flame: checkbox on nybble 5 with mask 1 (comment: When checked the flame will be longer.)
Not on a track: checkbox on nybble 6 with mask 1 (comment: Check this if the burner isn't placed on a track.)
Speed: list at nybble 7: 0=Normal, 1=Fast, 2=Faster, 3=Fastest, 4=Slowest, 5=Slower, 6=Slow (comment: All Values After 6 are repeated.)
Flame Direction: list at nybble 9: 0=None, 1=Right, 2=Left, 3=Right and Left, 4=Up, 5=Up and Right, 6=Up and Left, 7=Up Left and Right, 8=Down, 9=Down and Right, 10=Down and Left, 11=Down Left and Right, 12=Up and Down, 13=Up Down and Right, 14=Up Down and Left, 15=All Four (comment: Changesthe direction flames will come from.)
Pauses: checkbox on nybble 11 with mask 1 (comment: When checked, the flame will pause every 5 seconds.)
45Track-controlled Burner - Right
Long Flame: checkbox on nybble 5 with mask 1 (comment: Has a longer flame when checked.)
Slowdown Amount: value at nybble 7 (comment: Making this value higher slows the burner down.)
Moves Clockwise: checkbox on nybble 8 with mask 1 (comment: When checked, makes the burner move clockwise rather than counterclockwise.)
Pauses: checkbox on nybble 11 with mask 1 (comment: When this is checked, the burner will stop emitting a flame for a constant amount of time.)
Location ID: value at nybble 19-20
46Track-controlled Burner - Down
Long Flame: checkbox on nybble 5 with mask 1 (comment: Has a longer flame when checked.)
Slowdown Amount: value at nybble 7 (comment: Making this value higher slows the burner down.)
Moves Clockwise: checkbox on nybble 8 with mask 1 (comment: When checked, makes the burner move clockwise rather than counterclockwise.)
Pauses: checkbox on nybble 11 with mask 1 (comment: When this is checked, the burner will stop emitting a flame for a constant amount of time.)
Location ID: value at nybble 19-20
47Track-controlled Burner - Left
Long Flame: checkbox on nybble 5 with mask 1 (comment: Has a longer flame when checked.)
Slowdown Amount: value at nybble 7 (comment: Making this value higher slows the burner down.)
Moves Clockwise: checkbox on nybble 8 with mask 1 (comment: When checked, makes the burner move clockwise rather than counterclockwise.)
Pauses: checkbox on nybble 11 with mask 1 (comment: When this is checked, the burner will stop emitting a flame for a constant amount of time.)
Location ID: value at nybble 19-20
48Track-controlled Burner - Up
Long Flame: checkbox on nybble 5 with mask 1 (comment: Has a longer flame when checked.)
Slowdown Amount: value at nybble 7 (comment: Making this value higher slows the burner down.)
Moves Clockwise: checkbox on nybble 9 with mask 1 (comment: When checked, makes the burner move clockwise rather than counterclockwise.)
Pauses: checkbox on nybble 11 with mask 1 (comment: When this is checked, the burner will stop emitting a flame for a constant amount of time.)
Location ID: value at nybble 19-20
49Ludwig von Koopa Battle - Chain
Swing Amount: value at nybble 5 (comment: Determines how much the chain will swing. Used for phase 3.)
Length: value at nybble 6 (comment: Length of the chain.)
Start Higher Up: checkbox on nybble 9 with mask 1 (comment: If checked the chain will be offset up 1 tile until the battle starts.)
Chain Number: list at nybble 11: 0=Chain 1, 1=Chain 2, 2=Chain 3, 3=Chain 4, 4=Chain 5 (comment: This is used to determine the order Ludwig jumps across the chains. Ludwig enters on chain 4.)
50Ludgwig Battle Chain Controller
51Fuzzy
Speed: value at nybble 5
Move Clockwise: checkbox on nybble 6 with mask 1 (comment: Makes the fuzzy move clockwise.)
Big: checkbox on nybble 8 with mask 1 (comment: Makes the fuzzy bigger.)
Location ID: value at nybble 19-20
52Checkpoint Flag
Checkpoint Number: list at nybble 6: 0=One, 1=Two (comment: Determines the checkpoint number.)
Unknown Value 8: value at nybble 8
Entrance ID: value at nybble 9-10
53Rotation Controller - Swaying
Triggering Event ID (Broken): value at nybble 1-2 (comment: Defunct; sprites sway even if event isn't triggered.)
Initial Movement: list at nybble 7: 0=Counterclockwise, 1=Clockwise
Pre-Rotation: list at nybble 8: 0=None, 1=22.5, 2=45, 3=67.5, 4=90, 5=112.5, 6=135, 7=157.5, 8=180, 9=202.5, 10=225, 11=247.5, 12=270, 13=292.5,14=315, 15=337.5 (comment: On level load, sprites will jump to a position as if they had already rotated this many degrees, then they will start rotating.)
Swing Arc (Rotation Distance): list at nybble 17: 0=No Arc, 1=22.5, 2=45, 3=67.5, 4=90, 5=112.5, 6=135, 7=157.5, 8=180, 9=202.5, 10=225, 11=247.5, 12=270, 13=292.5,14=315, 15=337.5
Speed of Rotation: value at nybble 18 (comment: 0 doesn't sway. Higher values are faster.)
Delay: value at nybble 19 (comment: Delay between swaying clockwise and counterclockwise. 0 is no delay. Higher values take longer.)
Rotation ID: value at nybble 21-22
54Rotation Controller - Spinning
Triggering Event ID: value at nybble 1-2
Spin Clockwise: checkbox on nybble 7 with mask
Effect: list at nybble 8: 0=None, 2=Coin sound (comment: 1 seems to be same as 0. 3+ ditto or non-existent.)
Mode: list at nybble 10: 0=Event Triggered, 1=Already Spinning, 2=Spinning while event is on (comment: 0 it completes rotation specified in Rotation Distance and goes back when event is switched off. 1 it spins constantly at the speed and direction set and when the event is switched on it slows down to a halt then reverses direction. 2 it rotates constantly while the event is on (playing the effect again and again). It is unknown what decides if it stops at the start or end rotation (e.g. if it stops at 0° or 180°). 3 seems to be the same as 2.)
Starting Rotation: list at nybble 11: 0=No Arc, 1=22.5 degrees, 2=45 degrees, 3=67.5 degrees, 4=90 degrees, 5=112.5 degrees, 6=135 degrees, 7=157.5 degrees, 8=180 degrees, 9=202.5 degrees, 10=225 degrees, 11=247.5 degrees, 12=270 degrees, 13=292.5 degrees, 14=315 degrees, 15=337.5 degrees (comment: No Starting Rotation at 0. Value that sets an initial Rotation for any controlled Sprite. Upon initial Rotation, it will shift the Sprite (arc * 11.25) degrees per Value. For Coins and Blocks the Starting Rotation Value is doubled, e.g. 4 = 180 degrees)
Swing Arc (Rotation Distance): list at nybble 12: 0=No Arc, 1=22.5 degrees, 2=45 degrees, 3=67.5 degrees, 4=90 degrees, 5=112.5 degrees, 6=135 degrees, 7=157.5 degrees, 8=180 degrees, 9=202.5 degrees, 10=225 degrees, 11=247.5 degrees, 12=270 degrees, 13=292.5 degrees, 14=315 degrees, 15=337.5 degrees (comment: No swing arc at 0. Distance Value that sets how large its swing arc is. It will swing (arc * 11.25) degrees in each Direction per Value. Unlike the Starting Rotation and both rotations in NSMBW, the value doesn't seem to be doubled for coins and blocks.)
Speed of Rotation: list at nybble 18: 4=Slowest, 7=Slower, 0=Slow, 1=Medium 1, 2=Medium 2, 3=Fast, 5=Faster, 6=Fastest
Rotation ID: value at nybble 21-22
55Coin
Temporary Coin: checkbox on nybble 7 with mask 1 (comment: Causes the coin to despawn after a couple of seconds, similar to a coin dropped by an enemy. [unused])
Z-Order: list at nybble 8: 0=Above layer 1, 1=Uncollectable Below layer 1, 2=Below layer 1 (comment: Determines the Z position of the coin. Values > 2 are the same as 2.)
Unknown Value 9: value at nybble 9
Spawn Behaviour: list at nybble 10: 0=Normal, 2=Smoke Effect (comment: Changes how the coin spawns. Is probably used internally when spawning coins. [Unused])
Hidden: checkbox on nybble 11 with mask 1 (comment: When checked, the coin will appear below layer 1 tiles, but will be uncollectable if not fully visible.)
Unknown Value 12 : value at nybble 12
56Coin in Bubble
Triggering Event ID: value at nybble 1-2 (comment: The coin spawns when triggered.)
Movement Type: list at nybble 8: 0=Straight, 1=45 degree Down, 2=80 degree Down (comment: Determines the movement type. Inital direction is determined based on the player's X position relative to the bubble.)
Behaviour: list at nybble 10: 0=Normal, 1=Moves Down, 2=Floats in Place (comment: determines how the coin will act. All other values are the same as 1. [Unused])
57Coin Spawner - Eruption
Triggering Event ID: value at nybble 1-2 (comment: This event will cause the erruption to start.)
Unknown Value 5: value at nybble 5
Direction: list at nybble 6: 0=Up, 1=Down, 2=Left, 3=Right (comment: Determines the direction to spawn the coins. Values > 3 repeat.)
Time Active: value at nybble 7 (comment: 0 is the same as 3. Higher values last longer.)
Unknown Value 9: value at nybble 9
Coins Go Through Tiles: checkbox on nybble 10 with mask 1 (comment: When checked coins will pass through tiles.)
Unknown Value 12: value at nybble 12
Effect: list at nybble 13: 0=None, 1=Sparkes With Smoke, 2=Sparkles (comment: The effect to be played when spawning coins.)
58Coin Spawner - Fountain
Triggering Event ID: value at nybble 1-2 (comment: The event that will cause the fountain to start.)
Arc Height: value at nybble 5 (comment: Determines how high the arc will go.)
Arc Width: value at nybble 6 (comment: Determines how wide the arc will be.)
Number Of Coins: value at nybble 7 (comment: Determines how many coins to spawn. Spawns N + 1 Coins.)
Direction: list at nybble 10: 0=Left, 1=Right (comment: The Direction the coins will move in.)
59Rotation-controlled Coin
Target Event ID: value at nybble 1-2
Behavior: list at nybble 12: 0=Normal, 1=Normal, 2=Rotate Facing Camera, 3=Rotate Facing Camera, 4=Rotate Facing Controller, 5=Rotate Facing Controller, 6=Rotate Facing Camera, 7=Rotate Facing Camera, 8=Inverted, 9=Normal, 10=Rotate Facing Camera, 11=Rotate Facing Camera, 12=Rotate Facing Controller, 13=Rotate Facing Controller, 14=Rotate Facing Camera, 15=Rotate Facing Camera (comment: The behavior of this rotating coin.)
Unknown 13: value at nybble 13
Unknown 18: value at nybble 18
Rotation ID: value at nybble 21-22
60Movement-controlled Coin
Temporary Coin: checkbox on nybble 7 with mask 1 (comment: Causes the coin to despawn after a couple of seconds, similar to a coin dropped by an enemy. Is also offset up and to the left. [unused])
Z-Order: list at nybble 8: 0=Above layer 1, 1=Uncollectable Below layer 1, 2=Below layer 1 (comment: Determines the Z position of the coin. Values > 2 are the same as 2.)
Movement ID: value at nybble 21-22 (comment: Used to pair the coin to a movement controller.)
61Red Coin
Triggering Event ID: value at nybble 1-2 (comment: What triggers the coin activating.)
Unknown Value 6: value at nybble 6
Falling: checkbox on nybble 7 with mask (comment: Is the coin falling? (Paracoin))
Movement Type (Falling): list at nybble 10: 0=Normal/Falling, 1=Paracoin 1, 2=Paracoin 2 (comment: 0 makes the coin normal, or makes it fall in a straight line. 1 and 2 make the coin into a paracoin, and both are at a different sync.)
62Rotation-controlled Red Coin
Triggering Event ID: value at nybble 1-2
Unknown Value 6: value at nybble 6
Behavior: list at nybble 12: 0=Normal, 1=Normal, 2=Rotate Facing Camera, 3=Rotate Facing Camera, 4=Rotate Facing Controller, 5=Rotate Facing Controller, 6=Rotate Facing Camera, 7=Rotate Facing Camera, 8=Inverted, 9=Normal, 10=Rotate Facing Camera, 11=Rotate Facing Camera, 12=Rotate Facing Controller, 13=Rotate Facing Controller, 14=Rotate Facing Camera, 15=Rotate Facing Camera (comment: The behavior of this rotating red coin.)
Rotation ID: value at nybble 21-22
63Skewer - Left
Return Delay: value at nybble 5-6 (comment: The time it takes to come back.)
Launch Delay: value at nybble 7-8 (comment: The time it takes to launch.)
Distance: list at nybble 9: 0=16 Tiles, 1=7 Tiles, 2=14 Tiles, 3=10 Tiles (comment: Controls distance.)
Unknown 10: value at nybble 10
Movement Speed: value at nybble 11-12 (comment: Controls both back and forth movement speed.)
64Skewer - Right
Return Delay: value at nybble 5-6 (comment: The time it takes to come back.)
Launch Delay: value at nybble 7-8 (comment: The time it takes to launch.)
Distance: list at nybble 9: 0=16 Tiles, 1=7 Tiles, 2=14 Tiles, 3=10 Tiles (comment: Controls distance.)
Unknown 10: value at nybble 10
Movement Speed: value at nybble 11-12 (comment: Controls both back and forth movement speed.)
65Morton Koopa Jr. - Respawn Pipe
66Pipe Cannon
Firing Direction: list at nybble 6: 0=30 degrees right, 1=30 degrees left, 2=15 degrees right, 3=15 degrees left, 4=Straight Up, 5=45 degrees right, 6=45 degrees left
67Pipe Cannon - Ludwig von Koopa Battle
Non-Battle Cannon: checkbox on nybble 6 with mask (comment: Check this if the cannon is unrelated to the battle with Ludwig.)
68Enemy Generator for Pipe
Enemy: list at nybble 5: 0=Goomba, 1=Bob-omb, 2=Bone Goomba (comment: Determines the enemy type to spawn.)
Spawn Direction: list at nybble 6: 0=Up, 1=Down, 2=Left, 3=Right (comment: Determines the direction to spawn.)
Unknown 8: value at nybble 8
Speed: value at nybble 10 (comment: Controls how quickly enemys will be spawened. Value of 3 is unused.)
Unknown 20: value at nybble 20
69Door - Normal
70Door - Castle Boss
71Door - Sealed
72Door - Final Boss
73Door - Ghost House
Triggering Event ID: value at nybble 1-2
Ledge Under Door: checkbox on nybble 9 with mask (comment: Adds a small ledge under the door when set to 1. This is only a visual change.)
Fake Door: checkbox on nybble 10 with mask
74Door - Ghost House - Flag-triggered
Triggering Event ID: value at nybble 1-2
Fake Door: checkbox on nybble 10 with mask
75Door - Tower Boss
76Big Thwomp
Actions: list at nybble 6: 0=Normal, 1=???, 2=Automaticaly Fall (comment: Unused for this sprite. Used on 77, however.)
Wider Detection Range: checkbox on nybble 7 with mask 1 (comment: Widens the detection area that triggers the thwomp to fall.)
77Thwomp
Actions: list at nybble 6: 0=Normal, 1=???, 2=Automatically Fall
Wider Detection Range: checkbox on nybble 7 with mask 1 (comment: Widens the detection area that triggers the thwomp to fall.)
78Fire Bar
Number of Bars: value at nybble 5 (comment: Value + 1 High values may cause bars to not spawn.)
Length: value at nybble 6 (comment: Value + 1. Number of fire balls.)
Rotation: list at nybble 7: 0=Counterclockwise, 1=Clockwise
Wider Base: checkbox on nybble 9 with mask (comment: Makes the base block wider.)
Speed: list at nybble 18: 0=Normal, 1=Slightly Faster, 2=Very Very Fast (comment: 2 is very glitchy and is not advised under normal circumstances. 1, however, works pretty fine. [Unused])
79Fireball Pipe - Spawner
Triggering Event ID: value at nybble 1-2
Target Event ID: value at nybble 3-4
Unknown Value 5: value at nybble 5
Direction: list at nybble 6: 0=Up, 1=Down, 2=Left, 3=Right
No. Of Fireballs Required: value at nybble 8 (comment: Higher values increase the ammount of fireballs required for the reward.)
Reward: list at nybble 10: 0=Nothing, 1=Three 1-Ups, 2=Mega Mushroom, 3=Star (comment: 0 is unused.)
80Fireball Pipe - Fireball Entrance
Triggering Event ID: value at nybble 1-2
Target Event ID: value at nybble 3-4
Unknown Value 5: value at nybble 5
Unknown Value 6: value at nybble 6
Direction: list at nybble 8: 0=Left, 1=Right
81Fireball Pipe - ! Junction
Triggering Event ID: value at nybble 1-2 (comment: Causes the ! icon to flash when triggered.)
Disabling Event ID: value at nybble 3-4 (comment: When triggered the ! icon will grey out.)
82Fire Snake
Triggering Event ID: value at nybble 1-2
83Fish Bone
Direction: list at nybble 5: 0=Right, 1=Left
Swim Distance: value at nybble 6 (comment: Increases the distance the fish bone swims before changing direction.)
Charge when not in water: checkbox on nybble 7 with mask 1 (comment: When checked the fishbone will charge at the player even if it isn't placed in water.)
Unknown Value 10: value at nybble 10
84Event Controller - Chainer (If X, do Y)
Target Event ID: value at nybble 1-2
Triggering Event ID: value at nybble 3-4
Usage Mode: list at nybble 5: 0=Single Use, 1=Only While Start Event Is Active (comment: When set to 1 the events will activate only while the triggering event is still active.)
Event Mode: list at nybble 6: 0=Enables Event, 1=Disables Event (comment: When set to 1 the controller will disable the target event.)
Delay Mode: list at nybble 9: 0=Target Event Enables After Delay, 1=Target Event Disables After Delay (comment: Determines how the controller should act when a delay is set. Requires a delay value greater than 0 to be set. Behaviour is inverted if Event Mode is set to 1.)
Activation Mode: list at nybble 10: 0=Activate On Triggering Event Enabled, 1=Activate On Triggering Event Disabled (comment: When set to 1 the Target Event is only triggered if the Triggering Event has been disabled.)
Delay: value at nybble 11-12 (comment: The delay between the trigger. One delay unit = 10 frames.)
85Event Controller - Location
Target Event ID: value at nybble 1-2 (comment: The flag that will activate when the player/enemy is in the location.)
Usage Mode: list at nybble 5: 0=Single Use, 1=Multi-Use, 2=Only When Status is Satisfied (comment: Sets the mode the flag will work in.)
Event Mode: list at nybble 6: 0=Enables Event, 1=Disables Event (comment: Determines whether the controller enables or disables the event.)
Required Player Form: list at nybble 7: 0=No Requirement, 1=Small, 2=Super, 3=Fire, 4=Mini, 5=Tanooki, 6=Unknown 6, 7=Unknown 7, 15=Star (comment: The item/power-up state that the player needs to be in to activate the event.)
Required Player Movement: list at nybble 8: 0=No Requirement, 1=Standing, 2=In the air, 3=On vine, 5=Ground-pound, 7=On Horizontal Rope, 8=On Swinging Rope/Vine, 9=Possible 9, 10=Possible 10 (comment: 5=You need to actually ground-pound a surface - not just do the "spin upside-down" bit)
Enemy Watch Location ID: value at nybble 9-10 (comment: The enemy has to be in this location. If this needs to be ignored, check the designated checkbox.)
Ignore Enemy Location: checkbox on nybble 9-10 with mask 255 (comment: When checked, it will ignore the enemy's location.)
Player Watch Location ID: value at nybble 11-12 (comment: The player has to be in this location. If this needs to be ignored, check the designated checkbox.)
Ignore Player Location: checkbox on nybble 11-12 with mask 255 (comment: When checked, it will ignore the player's location.)
86Event Controller - Zone Enter
Target Event ID: value at nybble 1-2
Event Mode: list at nybble 6: 0=Enables Event, 1=Disables Event (comment: Determines whether the controller enables or disables the event.)
Delay: value at nybble 11-12 (comment: The delay between the trigger. One delay unit = 10 frames.)
87Event Controller - Multi-Chainer (If X, do Y THROUGH Z)
End Event ID (Target): value at nybble 1-2 (comment: The activator will trigger all Flags from the start Flag ID to this Flag ID (including this one). The Value entered here must be larger than the Value entered for Start Flag ID)
Start Event ID (Triggering): value at nybble 3-4 (comment: The activator will start running when this Flag ID is triggered.)
Usage Mode: list at nybble 5: 0=Single Use, 1=Only While Start Event Is Active (comment: When set to 1 the events will activate only while the start event is still active.)
Event Mode: list at nybble 6: 0=Enables Event, 1=Disables Event (comment: Determines whether the controller enables or disables the event.)
Delay: value at nybble 11-12 (comment: The delay between triggers. One delay unit = 10 frames.)
88Event Controller - On Screen
Target Event ID: value at nybble 1-2
Unknown Value 5: value at nybble 5
Event Mode: list at nybble 6: 0=Enables Event, 1=Disables Event (comment: Determines whether the controller enables or disables the event.)
Unknown Value 7: value at nybble 7
Delay: value at nybble 11-12 (comment: Adds a delay before triggering the event. Higher values result in a longer delay.)
89Porcupuffer
Never comes back: checkbox on nybble 9 with mask 1 (comment: Used only once, and simply a visual detail used at the beginning of a level. :c)
90Porcupuffer Spawn Area
Unknown Value 2: value at nybble 2
Unknown Value 4: value at nybble 4
Location ID: value at nybble 5-6 (comment: When Mario is in this location, the porcupuffers will spawn.)
Respawn Time (Seconds): value at nybble 7-8 (comment: Time it takes before a new porcupuffer spawns, in seconds.)
Unknown Value 12: value at nybble 12
91Coin Coffer
Triggering Event ID: value at nybble 1-2
92Grinder
Triggering Event ID: value at nybble 1-2 (comment: Spawned if on.)
Speed: value at nybble 5
Start Direction: list at nybble 6: 0=Left/Up, 1=Right/Down
Location ID: value at nybble 20 (comment: Purpose unknown.)
93Scuttlebug
Unknown Value 5: value at nybble 5
Movement: list at nybble 6: 0=Moves down slowly,then goes back up slowly, 1=Falls down,then goes back up slowly
94Flipper Gate
Shorter Flipper: checkbox on nybble 5 with mask (comment: Makes the flipper exactly two blocks long.)
Direction: list at nybble 6: 0=Right Swings Down, 1=Left Swings Down, 2=Right Swings Up, 3=Left Swings Up, 4=Up Swings left, 5=Down Swings left, 6=Up Swings right, 7=Down Swings right (comment: Determines the direction the flipper will face. Repeats after 7.)
95Blooper
Unknown Value 5: value at nybble 5 (comment: This value is subtracted by 1 in the game and then compared to 0xB (11).)
Swim Direction: list at nybble 6: 0=Left, 1=Right (comment: The direction the blooper swims in.)
Swim Less Distance: checkbox on nybble 7 with mask (comment: When checked, the blooper will not swim as high as normal.)
Unknown Value 8: value at nybble 8
Unknown Value 10: value at nybble 10
Unknown Value 11: value at nybble 11
Unknown Value 12: value at nybble 12
96Blooper Nanny
Moves Right: checkbox on nybble 6 with mask (comment: When checked, the blooper will move right. [Unused])
Lower Swimming Height: checkbox on nybble 7 with mask (comment: Seems to make the blooper have a lower swimming height when it shoots up. [Unused])
97Goal Pole and Fort
Secret Exit: checkbox on nybble 11 with mask (comment: Turns it into a secret exit, which looks different and makes a different path on the Map if there is a secret there.)
98Group Controller
Group ID: value at nybble 12 (comment: The ID to use when linking to a group.)
99Wiggler
Unknown Value 6: value at nybble 6 (comment: Set to 1 in 3-4 ~ Doesn't seem to change anything)
100Rotation-controlled ? Block
Triggering Event ID: value at nybble 1-2
Behavior: list at nybble 12: 0=Normal, 1=Normal, 2=Rotate Facing Camera, 3=Rotate Facing Camera, 4=Rotate Facing Controller, 5=Rotate Facing Controller, 6=Rotate Facing Camera, 7=Rotate Facing Camera, 8=Inverted, 9=Normal, 10=Rotate Facing Camera, 11=Rotate Facing Camera, 12=Rotate Facing Controller, 13=Rotate Facing Controller, 14=Rotate Facing Camera, 15=Rotate Facing Camera (comment: The behavior of this rotating ? block.)
Unknown Value 13: value at nybble 13
Contents: list at nybble 14: 0=Nothing, 1=Coin, 2=Fire Flower, 4=Tanooki Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star if invincible, 10=Multi Coin Block, 11=1-UP, 13=Springboard, 14=Mushroom if small (comment: 3, 9, 12 and 15 are all empty blocks)
Rotation ID: value at nybble 21-22 (comment: Match with a Rotation Controller to cause the Block to move.)
101Movement-controlled ? Block
Item: list at nybble 14: 0=Empty, 1=Coin, 2=Fire Flower, 4=Tanooki Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star/Coin, 10=10 Coins, 11=1-UP, 13=Trampoline, 14=Mushroom/Coin
Movement ID: value at nybble 21-22
102Iggy Koopa
103Toad House Controller
104Lakitu's Cloud
Movement Speed: value at nybble 10 (comment: [Unused])
105Lakitu Spawn Area
Triggering Event ID: value at nybble 1-2
Location ID: value at nybble 7-8
106Springboard
Z-Order: list at nybble 7: 0=Above Other Sprites, 1=Below Other Sprites (comment: Determines the Z position of the springboard.)
107Path-controlled Climbable Fence
Path ID: value at nybble 5 (comment: Sets which path the fence should follow.)
Row 3 Layout (Bitfield): value at nybble 13 (comment: In a horizontal view, each row is a set of 4. This number converted to binary represents the layout. (0 = no fence, 1 = fence).)
Row 4 Layout (Bitfield): value at nybble 14 (comment: In a horizontal view, each row is a set of 4. This number converted to binary represents the layout. (0 = no fence, 1 = fence).)
Row 1 Layout (Bitfield): value at nybble 15 (comment: In a horizontal view, each row is a set of 4. This number converted to binary represents the layout. (0 = no fence, 1 = fence).)
Row 2 Layout (Bitfield): value at nybble 16 (comment: In a horizontal view, each row is a set of 4. This number converted to binary represents the layout. (0 = no fence, 1 = fence).)
Unknown Value 17: value at nybble 17
Start Behaviour: list at nybble 19: 0=Moves when Touched, 1=Already Moving, 2=Moves when Touched, 3=Already Moving (comment: Determines Starting Behaviour. Values repeat.)
108Spider Web
Triggering Event ID: value at nybble 1-2
Height: value at nybble 5 (comment: Never used as anything but "2")
Width: value at nybble 6 (comment: Never used as anything but "2")
109Signboard
Behavior: list at nybble 5: 0=Normal, 1=Below Layer 1 Tiles, 2=Gravity affected, 3=Unknown 3 (comment: 1 - Whole sign is behind certain things, 2 - vertical movement only.)
Inscription: list at nybble 6: 0=Arrow Right, 1=Arrow Right-Up, 2=Arrow Up, 3=Arrow Left-Up, 4=Arrow Left, 5=Arrow Left-Down, 6=Arrow Down, 7=Arrow Right-Down, 8=Exclamation Mark, 9=Fireball, 10=Arrow Right-Down, 11=Arrow Right-Down, 12=Arrow Right-Down, 13=Arrow Right-Down, 14=Arrow Right-Down, 15=Arrow Right-Down (comment: 8 is unused.)
Fall speed: value at nybble 8 (comment: Game will crash if this is >0 and Behaviour isn't set to "Gravity affected".)
110Dry Bones
Unknown Value 5: value at nybble 5
Unknown Value 6: value at nybble 6
111Big Dry Bones
Unknown Value 5: value at nybble 5
112Volcano Rock Spawn Area
Location ID: value at nybble 5-6 (comment: The location ID where the rocks spawn in.)
Unknown Value 8: value at nybble 8
Spawn Amount: list at nybble 10: 0=Unlimited, 1=3 Rocks, 15=5 Rocks (comment: Determines the ammount of rocks to spawn. All other values are just 3.)
Ignore Location: checkbox on nybble 14 with mask 1 (comment: If checked the location will be ignored and rocks will spawn all throught the zone. (Unused))
113Flame Chomp
114Floating Box
Big: checkbox on nybble 6 with mask
115Bill Blaster (Bullet Bill Cannon)
Height: value at nybble 5 (comment: Value + 2)
Bullet Bill Type: list at nybble 6: 0=Normal, 1=Bull's-Eye (comment: Doesn't seem to exist for the Banzai Bill Blaster)
Bull's-Eye Bill behaviour: list at nybble 7: 0=Normal, 1=Explode after a while
Firing Direction: list at nybble 8: 0=Both, 1=Left, 2=Right
Upside Down: checkbox on nybble 11 with mask
Unknown Value 12: value at nybble 12
116Bill Blaster Turret (Direction-changing Bullet Bill Launcher)
Cannon Direction (Bitfield): value at nybble 5-6 (comment: 0=Right, 1=Left)
Segment Type (Bitfield): value at nybble 7-8 (comment: 0=Cannon, 1=Piece)
Number Of Pieces: value at nybble 10 (comment: (Value + 1). You can only have values up to 7.)
117Banzai Bill Blaster (Banzai Bill Launcher)
Firing Direction: list at nybble 8: 0=Both, 1=Left, 2=Right
Unknown Value 10: value at nybble 10
Delay Between Shots: value at nybble 11-12 (comment: The higher the value the higher the delay between shots will be.)
118Bullet Bill
Triggering Event ID: value at nybble 1-2 (comment: Appears when triggered.)
Ununsed Checkbox 5: checkbox on nybble 5 with mask
Direction: list at nybble 6: 0=Right, 1=Left, 2=Down, 3=Up, 4=Down-Left, 5=Down-Right, 6=Up-Right, 7=Up-Left (comment: Other values make it face to the screen in a glitchy way.)
119Banzai Bill
Triggering Event ID: value at nybble 1-2 (comment: The event that will spawn the Banzai Bill. A value of 0 will spawn normally.)
Direction: list at nybble 6: 0=Right, 1=Left (comment: Determines the direction of the Banzai Bill.)
No Respawn: checkbox on nybble 14 with mask 1 (comment: If checked the Banzai Bill won't respawn if you go off screen.)
120Up/Down Mushrooms
Starting Height: value at nybble 5 (comment: Initial height of stem.)
Platform Width: value at nybble 6 (comment: The platform's width.)
Ending Height: value at nybble 8 (comment: Destination height when stood on, from stem bottom.)
Slower Movement: checkbox on nybble 10 with mask 1 (comment: Makes the platform go slower when moving.)
121Expanding and contracting Mushroom Platform
Starts Out:: list at nybble 5: 0=Contracted, 1=Expanded
Stem Height: value at nybble 6 (comment: Initial height of stem, (value + 2))
Stem Color: list at nybble 7: 0=Colored Stem, 1=Gray Stem
Expanded Width: list at nybble 8: 0=10 Blocks, 5=5 Blocks
122Synchronized Expanding and Contracting Mushroom Platform
Starts Out:: list at nybble 5: 0=Contracted, 1=Expanded
Stem Height: value at nybble 6 (comment: Initial height of stem, (value + 2))
Stem Color: list at nybble 7: 0=Colored Stem, 1=Gray Stem
Expanded Width: list at nybble 8: 0=10 Blocks, 1=5 Blocks
Sync ID: value at nybble 12 (comment: All platforms with the same ID will all expand/contract together. Requires sprite 98(Movement Controller - Group) To be present.)
123Bouncy Mushroom
Triggering Event ID (With stem): value at nybble 1-2 (comment: When triggered the mushroom will spawn with a stem.)
Triggering Event ID: value at nybble 3-4 (comment: When triggered the mushroom will spawn.)
Only Solid from Top: checkbox on nybble 5 with mask
Longer Platform: checkbox on nybble 16 with mask
124Mushroom Platform
Tilt Speed: value at nybble 5-6 (comment: Value Modulo 64. Speed increases for values 1-32, then decreases for values 33-63.)
Length: value at nybble 7 (comment: (value+3))
Starting Tilt/Tilt Angle: list at nybble 8: 0=No Tilt, 1=Left - 11.25 Degrees, 2=Left - 22.5 Degrees, 3=Left - 33.75 Degrees, 4=Left - 45 Degrees, 5=Left - 56.25 Degrees, 6=Left - 67.5 Degrees, 7=Left - 78.75 Degrees, 8=No Tilt, 9=Right - 11.25 Degrees, 10=Right - 22.5 Degrees, 11=Right - 33.75 Degrees, 12=Right - 45 Degrees, 13=Right - 56.25 Degrees, 14=Right - 67.5 Degrees, 15=Right - 78.75 Degrees
Stretches Vertically: checkbox on nybble 9 with mask 2
Stretch Height: list at nybble 10: 0=No Stretch, 1=One Tile, 2=Two Tiles, 3=Three Tiles (comment: Values after 3 repeat.)
Stem Length: value at nybble 11 (comment: (value+4))
125Bowser
126Bowser and Dry Bowser Battles - Controller
Autowalk Distance: value at nybble 5 (comment: The number of tiles the player will automatically walk before the battle starts.)
Type: list at nybble 6: 0=Bowser, 1=Dry Bowser (comment: Determines the battle type.)
Entrance ID (Exit): value at nybble 7 (comment: The ID of the entrance used once the fight is complete.)
127Bowser Flame
Dry Bowser Flame: checkbox on nybble 6 with mask 1 (comment: If checked, flame is blue instead of orange.)
Disapearing Purple Flame: checkbox on nybble 7 with mask 1 (comment: If checked, the flame will be purple but will die quickly.)
Fade In: checkbox on nybble 8 with mask 1 (comment: If checked, the flame will fade in when it spawns.)
128Dry Bowser
129Big Dry Bowser
130Big Bowser
131*Bowser Blocks (Unused)
Height: value at nybble 5 (comment: The height of the block, expands downwards.)
Width: value at nybble 6 (comment: The width of the block. 0 = 6 blocks.)
132Big Bowser Battles - Switch Controller
Target Event ID: value at nybble 1-2
133Bowser Shutter
134Bowser Bridge
Triggering Event ID: value at nybble 1-2 (comment: The event that will trigger the bridge destructing.)
Bridge Length: value at nybble 5-6
135Goomba
Triggering Event ID (Broken): value at nybble 1-2 (comment: Defunct Triggering Event that was presumably required for Gold Ring functionality at one point.)
Unknown 5: value at nybble 5
Spawn Behavior: list at nybble 6: 0=Normal, 1=Spin (Death Animation), 2=From Pipe (comment: There is a nybble which defines which pipe direction is used. 1 is presumebly a leftover from NSMBDS, where goombas would sometimes spawn from the sky like this when Mega Mario ground pounds)
Z-Order: list at nybble 10: 0=Above layer 1 Tiles, 1=Below Layer 1 Tiles (comment: Determines the Z Position for the Goomba.)
Unknown 13: value at nybble 13
Color: list at nybble 15: 0=Normal, 1=Blue
Slower Movement: checkbox on nybble 18 with mask 1 (comment: If checked the goomba's movement will be slightly slower.)
136Bone Goomba
Spawn Behavior: value at nybble 6 (comment: There is a nybble which defines which pipe direction is used. 1 is presumebly a leftover from NSMBDS, where goombas would sometimes spawn from the sky like this when Mega Mario ground pounds)
Z-Order: list at nybble 10: 0=Above layer 1 Tiles, 1=Below Layer 1 Tiles (comment: Determines the Z position of the Bone Goomba.)
Unknown Value 11: value at nybble 11 (comment: Checkbox?)
Alt Texture: checkbox on nybble 15 with mask (comment: Causes goomba to spawn with unused? texture [Unused])
137Micro Goomba
138Paragoomba
Z-Order: list at nybble 10: 0=Above layer 1 Tiles, 1=Below Layer 1 Tiles (comment: Determines the Z position of the Paragoomba)
Crash: checkbox on nybble 15 with mask (comment: Check this to crash the game.)
Unused Checkbox 17: checkbox on nybble 17 with mask
Unused Checkbox 18: checkbox on nybble 18 with mask
139Goomba Tower
Wider Hitbox: checkbox on nybble 5 with mask
Number of Goombas: list at nybble 6: 0=Two, 1=One, 2=Two, 3=Three, 4=Four, 5=Five, 6=Six, 7=Seven, 8=Eight, 9=Nine, 10=Ten, 11=Elven, 12=Twelve, 13=Thirteen, 14=Fourteen, 15=Fifteen
140Crowber
141Larry Koopa
Triggering Event ID: value at nybble 1-2 (comment: Used as 1.)
142Lemmy Koopa
143Conveyor Belt Switch
Target Event ID: value at nybble 1-2 (comment: Reverses the state of this event when hit.)
144Horizontally-moving Lift
Triggering Event ID: value at nybble 1-2
Width: value at nybble 6 (comment: Determines the width of the platform. Value +1.)
Distance: value at nybble 8 (comment: The number of tiles the platform will move.)
Starting Direction: list at nybble 10: 0=Right, 1=Left (comment: Determines the starting direction. Values > 1 repeat.)
Event Triggered: checkbox on nybble 11 with mask 1 (comment: When checked the platform will appear uppon the triggering event being activated.)
Slower Movement: checkbox on nybble 12 with mask 1 (comment: If checked, the platform will move slower.)
145Vertically-moving Lift
Triggering Event ID: value at nybble 1-2
Width: value at nybble 6 (comment: Determines the width of the platform. Value +1.)
Distance: value at nybble 8 (comment: The number of tiles the platform will move.)
Starting Direction: list at nybble 10: 0=Up, 1=Down (comment: Determines the starting direction. Values > 1 repeat.)
Event Triggered: checkbox on nybble 11 with mask 1 (comment: When checked the platform will appear uppon the triggering event being activated.)
Slower Movement: checkbox on nybble 12 with mask 1 (comment: If checked, the platform will move slower.)
146Track-controlled Lift
Style: list at nybble 7: 0=Wood, 1=Stone (comment: 1 is unused, but works.)
Round Top Edges: checkbox on nybble 8 with mask (comment: Makes edges rounder, and makes the platform 1 pixel taller.)
Move Only Once Stepped On: checkbox on nybble 9 with mask
Starting Direction: list at nybble 10: 0=Right/Up, 1=Left/Down
Width (0 is 4 blocks): value at nybble 16 (comment: The width of the platform. Setting it to 0 makes the platform 4 blocks. No other value adds 4 blocks to the width.)
Speed: list at nybble 18: 0=Slower, 1=Slow, 2=Medium, 3=Fast, 4=Faster (comment: Speed of the lift.)
147Three Platform Rickshaw Lift
Size: list at nybble 6: 0=Small, 1=Big
Unused Value 9: value at nybble 9 (comment: Possible values up to 3.)
Spins Clockwise: checkbox on nybble 10 with mask
Unused Checkbox 11: checkbox on nybble 11 with mask
Faster Rotation: checkbox on nybble 12 with mask (comment: When checked the platform will rotate faster. [Unused])
148Move-when-on Boat Lift
Movement: list at nybble 8: 0=Moves Back When Not On It, 1=Continuously Moves Once On It, 2=Stops When Not On It
Unknown Value 16: value at nybble 16
Speed: list at nybble 18: 0=Slowest, 2=Slower, 4=Slow, 6=Medium, 8=Fast, 10=Faster, 12=Fastest
149Changeable Direction Platform
Triggering Event ID: value at nybble 1-2 (comment: When this flag is triggered, the platform will disappear.)
Direction/Speed: list at nybble 5: 0=Up/Down, 1=Up/Down Right (speed 0), 2=Up/Down Right (speed 1), 3=Up/Down Right (speed 2), 4=Up/Down Right (speed 3), 5=Up/Down Right (speed 4), 6=Up/Down Right (speed 5), 7=Up/Down Right (speed 6), 8=Up/Down Right (speed 7), 9=Up/Down Right (speed 8), 10=Up/Down Right (speed 9), 11=Up/Down Right (speed 10), 12=Up/Down Right (speed 11), 13=Up/Down Right (speed 12), 14=Up/Down Right (speed 13), 15=Up/Down (comment: Determines the direction and speed. Higher speed values are faster. A value of 15 is the same as 0.)
Unknown Value 6: value at nybble 6
Unknown Value 18: value at nybble 18
150Seesaw Lift
Tilt Distance: value at nybble 5 (comment: Sets the maximum tilt distance for the platform. [Unused])
Platform Width: value at nybble 16 (comment: Sets the width of the platform. Values < 7 produce smaller width, values > 7 produce larger widths. (This is buggy and unused, The texture is stretched) [Unused])
151Scale Lift
Triggering Event ID: value at nybble 1-2 (comment: Needs an as-of-yet undetermined nybble to be set to 1 for this to work)
Right side rope height: value at nybble 5
Distance between steps: value at nybble 6
Left side rope height: value at nybble 8
Length of steps: value at nybble 16
152Path-controlled Lift - with Peepa
Path ID: value at nybble 5 (comment: Value*1 is added to the Path ID.)
Platform Length: value at nybble 6 (comment: Length of the platform.)
Path Node: value at nybble 7 (comment: Value +1 is added,)
Path ID Overflow: value at nybble 8 (comment: Value*16 is added to the Path ID.)
Unknown Value 12: value at nybble 12
Peepa Behavior: list at nybble 15: 0=Appear While on Lift Only, 3=Shown based on Start Behavior
Number of Peepas: list at nybble 16: 0=Two Peepas, 1=One Peepa (comment: Determines how many peepas will be holding the platform. Values repeat.)
End Behaviour: list at nybble 17: 0=Falls, 1=Goes Backwards, 2=Falls, 3=Starts on top*, 4=Disappears (comment: The behavior of the platform after it hits the last node. (* starts at the top, goes down, and disappears.))
Curved Movement: checkbox on nybble 18 with mask (comment: This makes the platform turn in a more curvy fashion.)
Start Behaviour: list at nybble 19: 0=Moves when Touched, 1=Already Moving, 2=Moves when Touched, 3=Already Moving (comment: Determines Starting Behaviour. Values repeat.)
153Lift Spawner
Increased Frequency: checkbox on nybble 5 with mask (comment: When checked, platforms will spawn more frequently)
Direction: list at nybble 10: 0=Up, 1=Down, 2=Right, 3=Left
Remove Distance Limit: checkbox on nybble 11 with mask (comment: When checked, platforms won't despawn if the player is in range of them.)
Width: value at nybble 16
154Four Platform Rickshaw Lift
Size: list at nybble 6: 0=Big, 1=Small
Movement: list at nybble 9: 0=Left/Right, 1=Uses Tracks, 2=No Movement
155Ludwig von Koopa
156Vertical Camera Limit Left
Unknown 1-2: value at nybble 1-2 (comment: Maybe disables when or once on.)
Camera Y Offset: value at nybble 5-6 (comment: Offsets the camera by N number of pixels.)
Permeable Camera Limit: checkbox on nybble 7 with mask 1 (comment: When Set to 1, the camera will scroll past the border if the player passes it. The interactions with "Camera Stay Above" and "Camera Stay Below" are unclear.)
Pairing Number: value at nybble 8 (comment: Used to determine individual Camera Limit pairs.)
Unknown Value 10: value at nybble 10
Limit Direction: list at nybble 11: 0=Camera Stays Above, 1=Camera Stays Below (comment: Determines the direction in which the limiter will restrict the camera.)
Unknown 12: value at nybble 12
157Vertical Camera Limit Right
Unknown 1-2: value at nybble 1-2
Camera Y Offset: value at nybble 5-6 (comment: Offsets the camera by N number of pixels.)
Permeable Camera Limit: checkbox on nybble 7 with mask 1 (comment: When Set to 1, the camera will scroll past the border if the player passes it. The interactions with "Camera Stay Above" and "Camera Stay Below" are unclear.)
Pairing Number: value at nybble 8 (comment: Used to determine individual Camera Limit pairs.)
Unknown Value 10: value at nybble 10
Limit Direction: list at nybble 11: 0=Camera Stays Above, 1=Camera Stays Below (comment: Determines the direction in which the limiter will restrict the camera.)
Unknown 12: value at nybble 12
158Buzzy Beetle
Type: list at nybble 6: 0=Normal, 1=On Ceiling, 2=Empty Shell, 3=Empty Shell On Ceiling (comment: Determines the type to spawn.)
Direction: list at nybble 8: 0=Face Player, 1=Right, 3=Left (comment: Determines the direction the Buzzy Beetle will spawn facing. All other values are the same as 0.)
Unknown Value 9: value at nybble 9
Unknown Value 10: value at nybble 10
Unknown Value 11: value at nybble 11
Move Faster/Fall Instantly: checkbox on nybble 12 with mask 1 (comment: If the Buzzy Beetle is on the ground, this will make it move faster. If the Buzzy Beetle is on the ceiling, this will make it fall as soon as it is on screen.)
159Spike Top
Starting Orientation: list at nybble 5: 0=Up, 1=Left, 2=Down, 3=Right (comment: A value higher than 3 causes the game to crash upon loading the sprite.)
Move Counter Clockwise: checkbox on nybble 6 with mask (comment: When checked, the spike top will move counter clockwise.)
160Horizontal Camera Limit - Bottom
Camera X Offset: value at nybble 5-6 (comment: Offsets the camera by N number of pixels.)
Permeable Camera Limit: checkbox on nybble 7 with mask (comment: Allows the camera to scroll past the limiter. Allows the player to walk through the limiter if an X Offset is set.)
Pairing Number: value at nybble 8 (comment: Used to determine individual Camera Limit pairs.)
Limit Direction: list at nybble 11: 0=Camera Stays to The Left, 1=Camera Stays to the Right (comment: Determines the direction in which the limiter will restrict the camera.)
161Horizontal Camera Limit - Top
Camera X Offset: value at nybble 5-6 (comment: Offsets the camera by N number of pixels.)
Permeable Camera Limit: checkbox on nybble 7 with mask (comment: Allows the camera to scroll past the limiter. Allows the player to walk through the limiter if an X Offset is set.)
Pairing Number: value at nybble 8 (comment: Used to determine individual Camera Limit pairs.)
Limit Direction: list at nybble 11: 0=Camera Stays to The Left, 1=Camera Stays to the Right (comment: Determines the direction in which the limiter will restrict the camera.)
162Morton Koopa Jr.
163Climbing Koopa - Horizontal
Start moving left: checkbox on nybble 5 with mask (comment: If unchecked, Starts moving right)
Color: list at nybble 6: 0=Green, 1=Red (comment: Unused.)
Is on moving fence: checkbox on nybble 8 with mask (comment: Check this if the koopa is on a moving fence to prevent weird collision. Using this on a normal fence causes koopa to be invisible)
164Climbing Koopa - Vertical
Start behind fence: checkbox on nybble 5 with mask
Color: list at nybble 6: 0=Green, 1=Red (comment: Unused.)
165Koopa Troopa
Triggering Event ID (Broken): value at nybble 1-2 (comment: Defunct Triggering Event that was presumably required for Gold Ring functionality at one point.)
Empty Shell: checkbox on nybble 5 with mask 1 (comment: If checked, only a koopa shell will spawn.)
Color: list at nybble 6: 0=Green, 1=Red (comment: Determines the type of koopa. Green koopas can fall off ledges, Red koopas stay on ledges.)
Behaviour: list at nybble 8: 0=Normal, 1=Ignore Collision, 2=Unk, 3=Unk2 (comment: Determines the behaviour of the koopa.)
Enable 1up Trick: checkbox on nybble 9 with mask 1 (comment: Makes it possible to use the infinite 1up trick with this koopa.)
Z-Order: list at nybble 10: 0=Above layer 1 Tiles, 1=Below Layer 1 Tiles (comment: Determines the Z position of the Koopa.)
166Movement Controller - Back and Forth
Auto Move: checkbox on nybble 6 with mask 1 (comment: When checked movement will start automatically. This only works when paired with an object that isn't event triggered.)
Starting Direction: list at nybble 10: 0=Right, 1=Left, 2=Up, 3=Down
Tiles to Move: value at nybble 17
Movement Speed: value at nybble 18
Start Delay: value at nybble 19
End Delay: value at nybble 20
Movement ID: value at nybble 21-22
167Pipe Piranha Plant - Down
168Pipe Fire Piranha Plant - Down
Fireballs per Attack: list at nybble 6: 0=One, 1=Two, 2=Three, 3=Six
169Pipe Fire Piranha Plant - Left
Fireballs per Attack: list at nybble 6: 0=One, 1=Two, 2=Three, 3=Six
170Pipe Fire Piranha Plant - Right
Fireballs per Attack: list at nybble 6: 0=One, 1=Two, 2=Three, 3=Six
171Pipe Fire Piranha Plant - Up
Fireballs per Attack: list at nybble 6: 0=One, 1=Two, 2=Three, 3=Six
172*Pipe Bone Piranha Plant - Up
173Pipe Bone Piranha Plant - Left
174Pipe Bone Piranha Plant - Right
175Grounded Piranha Plant
Unknown Value 5: value at nybble 5
Upside-down: checkbox on nybble 6 with mask
176Grounded Big Piranha Plant
Upside-down: checkbox on nybble 6 with mask
Unknown Value 20: value at nybble 20
177Grounded Fire Piranha Plant
Upside-down: checkbox on nybble 6 with mask
178Grounded Big Fire Piranha Plant
Upside-down: checkbox on nybble 6 with mask
179Grounded Bone Piranha Plant
Unknown Value 5: value at nybble 5
Upside-down: checkbox on nybble 6 with mask
Unknown Value 10: value at nybble 10
180Grounded Big Bone Piranha Plant
Unknown Value 5: value at nybble 5
Upside-down: checkbox on nybble 6 with mask
181Pipe Piranha Plant - Left
182Pipe Piranha Plant - Right
183Pipe Piranha Plant - Up
184Parabomb
Unused Value 5: value at nybble 5 (comment: Values go up to 3.)
Upon Load: list at nybble 7: 0=Fall Normally, 1=Fly Upwards Then Fall (comment: [Unused])
Unused Value 11: value at nybble 11 (comment: Values go up to 3.)
Unused Value 12: value at nybble 12
185Koopa Paratroopa
Triggering Event ID (Broken): value at nybble 1-2 (comment: Defunct Triggering Event that was presumably required for Gold Ring functionality at one point.)
Movement: list at nybble 5: 0=Jump, 1=Fly Horizontally, 2=Fly Vertically
Color: list at nybble 6: 0=Green, 1=Red
Direction: list at nybble 7: 0=Towards Player, 1=Right, 2=Left (comment: Determines the direction the paratroopa will move in.)
Flight Start Point: list at nybble 8: 0=From Center, 1=From Edge (comment: Determines the flight path, range is always 10 tiles. The starting edge is determined by the direction nybble.)
Enable 1up Trick: checkbox on nybble 9 with mask 1 (comment: Makes it possible to use the infinite 1up trick with this koopa.)
Z-Order: list at nybble 10: 0=Above layer 1 Tiles, 1=Below Layer 1 Tiles (comment: Determines the Z Position of the Paratroopa.)
Unknown 14: value at nybble 14
186Koopa Paratroopa/Coin Circle
Rotation Speed: list at nybble 5: 0=Slow, 1=Medium, 2=Fast (comment: The speed of the Koopa Paratroopas as they rotate. Any values equal to or above 3 return 0.)
Movement Direction: list at nybble 6: 0=Clockwise, 1=Counterclockwise (comment: The direction the Koopa Paratroopas spin in.)
Circle Radius: value at nybble 9 (comment: Value +1.5)
Number of Koopa Paratroopas: value at nybble 10 (comment: The number of Koopa Paratroopas in the circle. Value +1)
Unknown Value 12: value at nybble 12
Koopa 5-8 Gap Position: value at nybble 13 (comment: The gap where the player can jump through. Is a bitfield.)
Koopa 1-4 Gap Position: value at nybble 14 (comment: The gap where the player can jump through. Is a bitfield.)
Koopa 13-16 Gap Position: value at nybble 15 (comment: The gap where the player can jump through. Is a bitfield.)
Koopa 9-12 Gap Position: value at nybble 16 (comment: The gap where the player can jump through. Is a bitfield.)
Gap Replacement: list at nybble 18: 0=Empty, 1=Coins, 2=Entire Circle is Coins (comment: Coins in circle jump up 1 tile after level fade-in.)
Unknown Value 20: value at nybble 20
187Path-controlled Rectangle Lift - Tower
Triggering Event ID: value at nybble 1-2 (comment: Enables local movement. A value of 0 makes local movement activate automatically. (UNUSED))
Is Slippery: checkbox on nybble 5 with mask 1 (comment: When checked the platform will be slippery as if it is made of ice. (UNUSED))
Spikes: list at nybble 6: 0=None, 1=Top, 2=Bottom, 3=Top/Bottom, 4=Left, 5=Right, 6=Left/Right (comment: 7/8 produce messed up hitboxes / repeats after 8 (UNUSED))
Unknown Nybble 7: value at nybble 7
Movement Direction: list at nybble 8: 0=Down, 1=Up (comment: Determines the local movement direction. (UNUSED))
Position Offset: value at nybble 10 (comment: Offsets the X & Y Position by the value. Offsets down and to the right. (UNUSED))
Height: value at nybble 14 (comment: Determines the height of the platform. a value of 0 causes the lift to use a distorted hard block graphic.)
Width: value at nybble 16 (comment: Determines the width of the platform. a value of 0 causes the lift to use a distorted hard block graphic.)
Movement Distance: value at nybble 17 (comment: Determines the number of tiles the lift will move (local movement). (UNUSED))
Movement Speed: list at nybble 18: 0=Slow, 1=Medium, 2=Fast, 3=Faster, 4=Fastest, 5=Instant (Glitchy) (comment: Determines the speed of local movement. Values of 6 and 7 are the same as 5. 5 can be glitchy in certain circumstances. Values repeat from 8.(UNUSED))
Movement Delay: value at nybble 20 (comment: Determines the delay between local movements. (UNUSED))
Movement Controller ID: value at nybble 21-22 (comment: Must be used with a Path Movement Controller (ID 188).)
188Movement Controller - Path
Triggering Event ID: value at nybble 1-2
Event Triggered: checkbox on nybble 6 with mask 8 (comment: When checked the movement controller will only take effect upon being triggered.)
Unknown Nybble 8: value at nybble 8 (comment: Checkbox?)
Path ID: value at nybble 9 (comment: The path paired objects will use. Only works if placed at the same X/Y pos as the first path node.)
End Behaviour: list at nybble 10: 0=Stops, 1=Goes Backwards, 2=Falls down, 8=Stops, 9=Goes Backwards, 10=Falls down (comment: Determines how the object will act upon reaching the final node.)
Linear Vertical Movement: checkbox on nybble 10 with mask 8 (comment: When checked, vertical movement will be linear, otherwise movement will be non-linear.)
Unnkown Value 12: value at nybble 12
Movement ID: value at nybble 21-22
189Rectangle Lift - Tower
Triggering Event ID: value at nybble 1-2
Tiles to move (When triggered): value at nybble 5-6
Spikes: list at nybble 10: 0=None, 1=Top, 2=Bottom, 3=Top/Bottom, 4=Left, 5=Right, 6=Left/Right (comment: 7/8 produce messed up hitboxes / repeats after 8)
Mode: list at nybble 11: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: If 2 it moves the specified tiles to move if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybble 12: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right, 5=Left, 6=Up, 7=Down, 8=Right, 9=Left, 10=Up, 11=Down, 12=Right, 13=Left, 14=Up, 15=Down (comment: The direction the block moves.)
Height: value at nybble 14 (comment: Value + 1. If it's 0 the game will set it to 1.)
Width: value at nybble 16 (comment: Value + 1. If it's 0 the game will set it to 1.)
Tiles to move: value at nybble 17
Moving Speed: list at nybble 18: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
End delay: value at nybble 19
Start delay: value at nybble 20
190Rectangle Lift - Checkered
Triggering Event ID: value at nybble 1-2
Tiles to Move (When triggered): value at nybble 5-6
Spikes: list at nybble 10: 0=None, 1=Top, 2=Bottom, 3=Top and Bottom, 4=Left, 5=Right, 6=Left and Right (comment: 7/8 produce messed up hitboxes / repeats after 8)
Mode: list at nybble 11: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: If 2 it moves the specified tiles to move if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybble 12: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right, 5=Left, 6=Up, 7=Down, 8=Right, 9=Left, 10=Up, 11=Down, 12=Right, 13=Left, 14=Up, 15=Down (comment: The direction the block moves.)
Height: value at nybble 14 (comment: Value + 1. If it's 0 the game will set it to 1.)
Width: value at nybble 16 (comment: Value + 1. If it's 0 the game will set it to 1.)
Tiles to Move: value at nybble 17
Moving Speed: list at nybble 18: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
End Delay: value at nybble 19
Start Delay: value at nybble 20
191Rectangle Lift - Desert
Triggering Event ID: value at nybble 1-2
Tiles to Move (When triggered): value at nybble 5-6
Spikes: list at nybble 10: 0=None, 1=Top, 2=Bottom, 3=Top and Bottom, 4=Left, 5=Right, 6=Left and Right (comment: 7/8 produce messed up hitboxes / repeats after 8)
Mode: list at nybble 11: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: If 2 it moves the specified tiles to move if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybble 12: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right, 5=Left, 6=Up, 7=Down, 8=Right, 9=Left, 10=Up, 11=Down, 12=Right, 13=Left, 14=Up, 15=Down (comment: The direction the block moves.)
Height: value at nybble 14 (comment: Value + 1. If it's 0 the game will set it to 1.)
Width: value at nybble 16 (comment: Value + 1. If it's 0 the game will set it to 1.)
Tiles to Move: value at nybble 17
Moving Speed: list at nybble 18: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
End Delay: value at nybble 19
Start Delay: value at nybble 20
192Rectangle Lift - Castle
Triggering Event ID: value at nybble 1-2
Tiles to Move (When triggered): value at nybble 5-6
Spikes: list at nybble 10: 0=None, 1=Top, 2=Bottom, 3=Top and Bottom, 4=Left, 5=Right, 6=Left and Right (comment: 7/8 produce messed up hitboxes / repeats after 8)
Mode: list at nybble 11: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: If 2=Alright Moving, 2=Flag Triggered it moves the specified tiles to move if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybble 12: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right, 5=Left, 6=Up, 7=Down, 8=Right, 9=Left, 10=Up, 11=Down, 12=Right, 13=Left, 14=Up, 15=Down (comment: The direction the block moves.)
Height: value at nybble 14 (comment: Value + 1. If it's 0 the game will set it to 1.)
Width: value at nybble 16 (comment: Value + 1. If it's 0 the game will set it to 1.)
Tiles to Move: value at nybble 17
Moving Speed: value at nybble 18 (comment: Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
End Delay: value at nybble 19
Start Delay: value at nybble 20
193Rectangle Lift - Underwater
Triggering Event ID: value at nybble 1-2
Tiles to Move (When triggered): value at nybble 5-6
Spikes: list at nybble 10: 0=None, 1=Top, 2=Bottom, 3=Top and Bottom, 4=Left, 5=Right, 6=Left and Right (comment: 7/8 produce messed up hitboxes / repeats after 8)
Mode: list at nybble 11: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: If 2=Alright Moving, 2=Flag Triggered it moves the specified tiles to move if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybble 12: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right, 5=Left, 6=Up, 7=Down, 8=Right, 9=Left, 10=Up, 11=Down, 12=Right, 13=Left, 14=Up, 15=Down (comment: The direction the block moves.)
Height: value at nybble 14 (comment: Value + 1. If it's 0 the game will set it to 1.)
Width: value at nybble 16 (comment: Value + 1. If it's 0 the game will set it to 1.)
Tiles to Move: value at nybble 17
Moving Speed: list at nybble 18: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
End Delay: value at nybble 19
Start Delay: value at nybble 20
194Cheep Cheep
Type: list at nybble 6: 0=Cheep Cheep, 1=Deep Cheep, 2=Cheep Cheep (Frozen), 3=Cheep Cheep (Range 4 blocks), 8=Eep Cheep, 9=Cheep Cheep (Diagonal-Up), 10=Cheep Cheep (Diagonal-Down) (comment: Determines the type of the cheep cheep. All other values are repeats. Diagonal Types only move left.)
Swim Speed: list at nybble 7: 0=Fastest, 1=Slow, 2=Fast, 3=Slowest, 4=Static Vertical, 6=Static Horizontal, 13=Too Fast (comment: Determines the speed of the cheep cheep. All other values are repeats of 4 and 6. Values greater than 1 are unused.)
Direction: list at nybble 11: 0=Towards Player, 1=Left, 2=Right (comment: Determines the direction of the cheep cheep.)
195Big Cheep Cheep
Type: list at nybble 6: 0=Cheep Cheep, 1=Deep Cheep (comment: Determines the type of the cheep cheep.)
Slower Swim Speed: list at nybble 7: 0=Fastest, 1=Slow, 2=Fast, 3=Slowest, 4=Static, 13=Too Fast (comment: Determines the speed of the cheep cheep. All other values are repeats of 4. Values greater than 1 are unused.)
Direction: list at nybble 11: 0=Towards Player, 1=Left, 2=Right (comment: Determines the direction of the cheep cheep.)
196Coin Cheep
Swim Speed: value at nybble 7 (comment: Higher values are slower, values >= 4 are buggy. [Unused])
197Jumping Cheep Cheep
Triggering Event ID: value at nybble 1-2
Unknown Value 5: value at nybble 5 (comment: Setting this to any value above 1 caused it to not show up.)
Jumps Up: checkbox on nybble 6 with mask 4 (comment: If this is greater than 3 the Cheep Cheep will jump directly up.)
Unknown Value 8: value at nybble 8
Direction: list at nybble 11: 0=Right, 1=Left (comment: Values Repeat.)
Horizontal Offset: value at nybble 12 (comment: Spawns n number of blocks to the left of where it was placed.)
198Jumping Cheep Cheep Spawner OR Spawn Area
Unknown Value 6: value at nybble 6 (comment: Checkbox?)
Location ID: value at nybble 7
Unknown Value 9: value at nybble 9
Unknown Value 11: value at nybble 11 (comment: Checkbox?)
199Cheep Cheep/Coin Circle
Rotation Speed: list at nybble 5: 0=Slow, 1=Medium, 2=Fast (comment: The speed of the Cheep Cheeps as they rotate. Any values equal to or above 3 return 0.)
Movement Direction: list at nybble 6: 0=Clockwise, 1=Counterclockwise (comment: The direction the Cheep Cheeps spin in.)
Circle Radius: value at nybble 9 (comment: Value +1.5)
Number of Cheep Cheeps: value at nybble 10 (comment: The number of Cheep Cheeps in the circle. Value +1)
Unknown Value 12: value at nybble 12
Cheep Cheep 5-8 Gap Position: value at nybble 13 (comment: The gap where the player can jump through. Is a bitfield.)
Cheep Cheep 1-4 Gap Position: value at nybble 14 (comment: The gap where the player can jump through. Is a bitfield.)
Cheep Cheep 13-16 Gap Position: value at nybble 15 (comment: The gap where the player can jump through. Is a bitfield.)
Cheep Cheep 9-12 Gap Position: value at nybble 16 (comment: The gap where the player can jump through. Is a bitfield.)
Gap Replacement: list at nybble 18: 0=Empty, 1=Coins, 2=Entire Circle is Coins (comment: Coins in circle jump up 1 tile after level fade-in.)
Unknown Value 20: value at nybble 20
200Spiny Cheep Cheep
Triggering Event ID: value at nybble 1-2
Moves Right: checkbox on nybble 10 with mask 1 (comment: When checked, it will move right instead of left.)
Unknown Value 11: value at nybble 11
Movement ID: value at nybble 21-22
201Cheep Cheep Spawn Area
Spawn Deep Cheeps: checkbox on nybble 5 with mask (comment: When checked deep cheeps will be spawned instead.)
Restrict to Location: checkbox on nybble 6 with mask (comment: When checked cheep cheeps will only spawn within the bounds of the location, when unchecked they can spawn anywhere on the screen.)
Location ID: value at nybble 7
No Cheeps Spawn: checkbox on nybble 8 with mask (comment: When checked nothing will be spawned. (Useless))
202Camera Controller - Limited to Path
Path ID: value at nybble 6
Unknown Value 8: value at nybble 8
Node Range: value at nybble 9 (comment: The higher this value is the sooner the next node will start to affect the camera.)
Limit Direction: list at nybble 11: 0=Bottom, 1=Top
Unknown Value 12: value at nybble 12
203Rotation-controlled Brick Block
Triggering Event ID: value at nybble 1-2
Behavior: list at nybble 12: 0=Normal, 1=Normal, 2=Rotate Facing Camera, 3=Rotate Facing Camera, 4=Rotate Facing Controller, 5=Rotate Facing Controller, 6=Rotate Facing Camera, 7=Rotate Facing Camera, 8=Inverted, 9=Normal, 10=Rotate Facing Camera, 11=Rotate Facing Camera, 12=Rotate Facing Controller, 13=Rotate Facing Controller, 14=Rotate Facing Camera, 15=Rotate Facing Camera (comment: The behavior of this brick block.)
Contents: list at nybble 14: 0=Nothing, 1=Coin, 2=Fire Flower, 4=Tanooki Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star if invincible, 10=Multi Coin Block, 11=1-UP, 13=Springboard, 14=Mushroom if small (comment: 3, 9, 12 and 15 are all empty blocks)
Rotation ID: value at nybble 21-22 (comment: Match with a Rotation Controller to cause the Block to move.)
204Movement-controlled Brick Block
Content: list at nybble 14: 0=Nothing, 1=Coin, 2=Fire Flower, 4=Tanooki Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star if invincible, 10=Multi Coin Block, 11=1-UP, 13=Springboard, 14=Mushroom if small (comment: 3, 9, 12 and 15 are all empty blocks)
Movement ID: value at nybble 21-22
205Red Coin Ring
Target Event ID: value at nybble 1-2 (comment: Use this to link red coins to this ring.)
Reward: list at nybble 5: 0=Fire Flower, 1=Gold Flower Card, 2=Gold Flower, 3=Super Leaf (comment: You get a 1-Up if you are big, unless value is 1, then you always get that. Values seem to loop.)
Unknown Value 6: value at nybble 6 (comment: Seems to have a different sync than other red coin rings; not much purpose.)
206Gold Ring
Target Event ID: value at nybble 1-2 (comment: The Gold Ring won't work properly if this is 0 or 255. If you set multiple Gold Rings to the same ID, they will "chain" together, rather than there being a new timer for each Gold Ring.)
Unknown Value 11: value at nybble 11
207Underwater Rock
Direction: list at nybble 5: 0=Left, 1=Right (comment: Sets the starting direction.)
Speed: list at nybble 6: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast
Maintain Momentum: checkbox on nybble 7 with mask (comment: The Rock keeps it's momentum when it hits other objects.)
Unknown Value 9: value at nybble 9
Behaviour: list at nybble 14: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: Behaviours loop after value 3)
208Big Underwater Rock
Direction: list at nybble 5: 0=Left, 1=Right (comment: Sets the starting direction.)
Speed: list at nybble 6: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast
Maintain Momentum: checkbox on nybble 7 with mask (comment: The Rock keeps it's momentum when it hits other objects.)
Unknown Value 9: value at nybble 9
Behaviour: list at nybble 14: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: Behaviours loop after value 3)
209Swinging Rope
Swinging Distance: value at nybble 5 (comment: The distance of the swing arc.)
Length: value at nybble 6 (comment: Value + 4.)
Speed: value at nybble 7 (comment: The speed of the rope.)
Start Position: value at nybble 8 (comment: Determines the start position of the rope.)
Unknown Value 11: value at nybble 11 (comment: Checkbox? (used in vine))
210Tightrope
Rope Length: value at nybble 11
Height: list at nybble 12: 0=Flat, 1=Up One Tile, 2=Up Two Tiles, 3=Up Three Tiles, 4= Up Four Tiles, 5=Up Five Tiles, 6=Up Six Tiles, 7=Up Seven Tiles, 8=Down Eight Tiles, 9=Down Seven Tiles, 10=Down Six Tiles, 11=Down Five Tiles, 12=Down Four Tiles, 13=Down Three Tiles, 14=Down Two Tiles, 15=Down One Tiles
211Roy Koopa
212Roy Battle Walls
Left Side: checkbox on nybble 6 with mask (comment: Check this if this is the wall on the left.)
213Pokey
Height: list at nybble 6: 0=3, 1=4, 2=5, 3=6, 4=7, 5=8, 6=9, 7=10, 8=11, 9=12, 10=13, 12=14, 13=15, 14=16, 15=17 (comment: Includes head. Value + 3)
Unknown Value 11: value at nybble 11 (comment: Checkbox?)
Unknown Value 12: value at nybble 12 (comment: Checkbox?)
214Camera Controller - Scroll View
Distance: value at nybble 5 (comment: Higher values make the camera scroll further. Distance in tiles.)
Speed: value at nybble 7 (comment: Higher values make the camera scroll faster.)
Unknown Value 8: value at nybble 8
Behaviour related?: value at nybble 9 (comment: If the value is 0 scrolling temparailly deactivates when you jump.)
215Parabomb Cannon
Rotation: value at nybble 5 (comment: Determines the rotation of the cannon. [Unused])
Facing: list at nybble 6: 0=Right, 1=Left (comment: Direction of the cannon.)
Launches: list at nybble 7: 0=Bob-omb, 3=Parabomb (comment: Bob-omb does not work correctly.)
Rotates: checkbox on nybble 8 with mask (comment: Changes direction after every shot.)
Launch Type: list at nybble 10: 0=Many (Fast), 1=Two, 2=One, 3=Two/Long break, 4=One/Long break, 9=Many (Slow and for rotation), 10=Three/Short Break (Rotation only), 11=One/Short Break (comment: Amount of bob-ombs thrown before a break.)
216Boss Shutter
Is Right Shutter: checkbox on nybble 6 with mask 2 (comment: Check if this shutter is the one on the right.)
217Snake Block
Triggering Event ID: value at nybble 1-2
Path ID: value at nybble 5 (comment: Together with the overflow, this nybble forms the Path ID. It works as follows: For Path ID 27 (1*16+11*1), you need to fill in 11 here, and 1 at the Path ID overflow.)
Length: list at nybble 6: 0=3 Blocks, 1=4 Blocks, 2=5 Blocks, 3=6 Blocks, 4=7 Blocks, 5=8 Blocks, 6=9 Blocks, 7=10 Blocks, 8=11 Blocks, 9=12 Blocks, 10=13 Blocks, 11=14 Blocks, 12=15 Blocks, 13=16 Blocks, 14=17 Blocks, 15=18 Blocks (comment: Value +3)
Starting Path Node: value at nybble 7 (comment: Together with the overflow, this nybble forms the Start Node. It works as follows: For Start Node 27 (1*16+11*1), you need to fill in 11 here, and 1 at the Start Node overflow.)
Path ID overflow: value at nybble 8 (comment: This nybble works as follows: For Path ID 27 (1*16+11*1), you need to fill in 1 here, and 11 at the Path ID.)
Speed: list at nybble 9: 0=Normal, 1=Faster, 2=Fastest (comment: Values of 3 or greater are unused and have no effect.)
Starting Path Node Overflow: value at nybble 10 (comment: This nybble works as follows: For Start Node 27 (1*16+11*1), you need to fill in 1 here, and 11 at the Start Node.)
Already Moving: checkbox on nybble 17 with mask (comment: When this is checked, the snakeblock will move without the player steping onto it.)
Ice Snakeblock: checkbox on nybble 18 with mask 1 (comment: If checked, the snakeblock will be an ice snakeblock. [Unused])
Ending Behavior: list at nybble 19: 0=Stops, 1=Jumps Right, 2=Falls Down, 4=Changes Direction, 5=Warps to First Node (comment: Sets how the snakeblock should act when reaching the final path node. Values of 6 or greater crash the game.)
218Synchronized Snake Block (Uses GroupID)
Triggering Event ID: value at nybble 1-2
Path ID: value at nybble 5 (comment: Together with the overflow, this nybble forms the Path ID. It works as follows: For Path ID 27 (1*16+11*1), you need to fill in 11 here, and 1 at the Path ID overflow.)
Length: list at nybble 6: 0=3 Blocks, 1=4 Blocks, 2=5 Blocks, 3=6 Blocks, 4=7 Blocks, 5=8 Blocks, 6=9 Blocks, 7=10 Blocks, 8=11 Blocks, 9=12 Blocks, 10=13 Blocks, 11=14 Blocks, 12=15 Blocks, 13=16 Blocks, 14=17 Blocks, 15=18 Blocks (comment: Value + 3)
Starting Path Node: value at nybble 7 (comment: Together with the overflow, this nybble forms the Start Node. It works as follows: For Start Node 27 (1*16+11*1), you need to fill in 11 here, and 1 at the Start Node overflow.)
Path ID Overflow: value at nybble 8 (comment: This nybble works as follows: For Path ID 27 (1*16+11*1), you need to fill in 1 here, and 11 at the Path ID.)
Speed: list at nybble 9: 0=Normal, 1=Faster, 2=Fastest (comment: Values of 3 or greater are unused and have no effect.)
Starting Path Node Overflow: value at nybble 10 (comment: This nybble works as follows: For Start Node 27 (1*16+11*1), you need to fill in 1 here, and 11 at the Start Node.)
Group ID: value at nybble 12 (comment: Use this ID to link it to a GroupID (98))
Already Moving: checkbox on nybble 17 with mask (comment: When this is checked, the snakeblock will move without the player steping onto it.)
Ice Snakeblock: checkbox on nybble 18 with mask (comment: If checked, the snakeblock will be an ice snakeblock. [Unused])
Ending Behavior: list at nybble 19: 0=Stops, 1=Jumps Right, 2=Falls Down, 4=Changes Direction, 5=Warp to First Node (comment: Sets how the snakeblock should act when reaching the final path node. Values of 6 or greater crash the game.)
219Star Coin
Target Event ID: value at nybble 1-2 (comment: When it is collected, this Flag will be switched on.)
Number: list at nybble 7: 0=One, 1=Two, 2=Three
Z-Order: list at nybble 8: 0=Above Layer 1 Tiles, 1=Uncollectable Below Layer 1 Tiles, 2=Below Layer 1 Tiles, 3=Uncollectable Above layer 1 Tiles (comment: Determines the Z Position for the Star Coin.)
Unknown Value 10: value at nybble 10
Unused Checkbox 11: checkbox on nybble 11 with mask
Unknown Value 12: value at nybble 12
220Rotation-controlled Star Coin
Target Event ID: value at nybble 1-2
Number: list at nybble 7: 0=One, 1=Two, 2=Three
Unknown Value 9: value at nybble 9
Behavior: list at nybble 12: 0=Normal, 1=Normal, 2=Rotate Facing Camera, 3=Rotate Facing Camera, 4=Rotate Facing Controller, 5=Rotate Facing Controller, 6=Rotate Facing Camera, 7=Rotate Facing Camera, 8=Inverted, 9=Normal, 10=Rotate Facing Camera, 11=Rotate Facing Camera, 12=Rotate Facing Controller, 13=Rotate Facing Controller, 14=Rotate Facing Camera, 15=Rotate Facing Camera (comment: The behavior of this star coin.)
Rotation ID: value at nybble 21-22
221! Switch
Target Event ID: value at nybble 1-2
Shift Half a Tile Right: checkbox on nybble 5 with mask 1 (comment: Shifts the switch half a tile to the right.)
Upside Down: checkbox on nybble 6 with mask 1 (comment: Makes the switch upside down.)
Behaviour: list at nybble 8: 0=Normal, 1=Reuseable, 2=Don't Dissapear After Use (comment: Determines the behaviour of the switch. A value of 1 allows the switch to be used multiple times. A value of 2 causes the switch to remain in it's pressed down state instead of dissapearing (Only effective when the switch is not timed).)
Not Timed: checkbox on nybble 9 with mask 1 (comment: Disables the timer on the switch.)
No Music: checkbox on nybble 11 with mask 8 (comment: When checked the switch won't cause timer music to play.)
Gravity Affected: checkbox on nybble 11 with mask 1 (comment: When checked the switch will be affected by gravity.)
Location ID: value at nybble 12
222Brick Block containing ! Switch
Target Event ID: value at nybble 1-2
Shift Half a Tile Right: checkbox on nybble 5 with mask 1 (comment: Shifts the switch half a tile to the right.)
Upside Down: checkbox on nybble 6 with mask 1 (comment: Makes the switch upside down.)
Behaviour: list at nybble 8: 0=Normal, 1=Reuseable, 2=Don't Dissapear After Use (comment: Determines the behaviour of the switch. A value of 1 allows the switch to be used multiple times. A value of 2 causes the switch to remain in it's pressed down state instead of dissapearing (Only effective when the switch is not timed).)
Not Timed: checkbox on nybble 9 with mask 1 (comment: Disables the timer on the switch.)
No Music: checkbox on nybble 11 with mask 8 (comment: When checked the switch won't cause timer music to play.)
Gravity Affected: checkbox on nybble 11 with mask 1 (comment: When checked the switch will be affected by gravity.)
Location ID: value at nybble 12
223? Switch
Target Event ID: value at nybble 1-2
Shift Half a Tile Right: checkbox on nybble 5 with mask 1 (comment: Shifts the switch half a tile to the right.)
Upside Down: checkbox on nybble 6 with mask 1 (comment: Makes the switch upside down.)
Behaviour: list at nybble 8: 0=Normal, 1=Reuseable, 2=Don't Dissapear After Use (comment: Determines the behaviour of the switch. A value of 1 allows the switch to be used multiple times. A value of 2 causes the switch to remain in it's pressed down state instead of dissapearing (Only effective when the switch is not timed).)
Not Timed: checkbox on nybble 9 with mask 1 (comment: Disables the timer on the switch.)
No Music: checkbox on nybble 11 with mask 8 (comment: When checked the switch won't cause timer music to play.)
Gravity Affected: checkbox on nybble 11 with mask 1 (comment: When checked the switch will be affected by gravity.)
Location ID: value at nybble 12
224Brick Block containing ? Switch
Target Event ID: value at nybble 1-2
Shift Half a Tile Right: checkbox on nybble 5 with mask 1 (comment: Shifts the switch half a tile to the right.)
Upside Down: checkbox on nybble 6 with mask 1 (comment: Makes the switch upside down.)
Behaviour: list at nybble 8: 0=Normal, 1=Reuseable, 2=Don't Dissapear After Use (comment: Determines the behaviour of the switch. A value of 1 allows the switch to be used multiple times. A value of 2 causes the switch to remain in it's pressed down state instead of dissapearing (Only effective when the switch is not timed).)
Not Timed: checkbox on nybble 9 with mask 1 (comment: Disables the timer on the switch.)
No Music: checkbox on nybble 11 with mask 8 (comment: When checked the switch won't cause timer music to play.)
Gravity Affected: checkbox on nybble 11 with mask 1 (comment: When checked the switch will be affected by gravity.)
Location ID: value at nybble 12
225P Switch
Target Event ID: value at nybble 1-2
Shift Half a Tile Right: checkbox on nybble 5 with mask 1 (comment: Shifts the switch half a tile to the right.)
Upside Down: checkbox on nybble 6 with mask 1 (comment: Makes the switch upside down.)
Reusable: list at nybble 8: 0=Normal, 1=Reuseable, 2=Don't Dissapear After Use (comment: Determines the behaviour of the switch. A value of 1 allows the switch to be used multiple times. A value of 2 causes the switch to remain in it's pressed down state instead of dissapearing (Only effective when the switch is not timed).)
Not Timed: checkbox on nybble 9 with mask 1 (comment: Disables the timer on the switch.)
No Music: checkbox on nybble 11 with mask 8 (comment: When checked the switch won't cause timer music to play.)
Gravity Affected: checkbox on nybble 11 with mask 1 (comment: When checked the switch will be affected by gravity.)
Location ID: value at nybble 12
226Brick Block containing P Switch
Target Event ID: value at nybble 1-2
Shift Half a Tile Right: checkbox on nybble 5 with mask 1 (comment: Shifts the switch half a tile to the right.)
Upside Down: checkbox on nybble 6 with mask 1 (comment: Makes the switch upside down.)
Reusable: list at nybble 8: 0=Normal, 1=Reuseable, 2=Don't Dissapear After Use (comment: Determines the behaviour of the switch. A value of 1 allows the switch to be used multiple times. A value of 2 causes the switch to remain in it's pressed down state instead of dissapearing (Only effective when the switch is not timed).)
Not Timed: checkbox on nybble 9 with mask 1 (comment: Disables the timer on the switch.)
No Music: checkbox on nybble 11 with mask 8 (comment: When checked the switch won't cause timer music to play.)
Gravity Affected: checkbox on nybble 11 with mask 1 (comment: When checked the switch will be affected by gravity.)
Location ID: value at nybble 12
227Floating Barrel
228Boo
Faster Movement: checkbox on nybble 6 with mask 1 (comment: Causes the boo to move faster. All values produce the same result. [Unused])
229Big Boo
Faster Movement: checkbox on nybble 6 with mask 1 (comment: Causes the boo to move faster. All values produce the same result. [Unused])
No Black Glow: checkbox on nybble 8 with mask 1 (comment: When checked, only the blue glow will be present.)
230Peepa Circle
Rotation Speed: list at nybble 5: 0=Slow, 1=Medium, 2=Fast (comment: The speed of the peepas as they rotate. Any values equal to or above 3 return 0.)
Movement Direction: list at nybble 6: 0=Clockwise, 1=Counterclockwise (comment: The direction the Peepas spin in.)
Circle Radius: value at nybble 9 (comment: Value +1.5)
Number Of Peepas: value at nybble 10 (comment: The number of Peepas in the circle. Value +1)
Unknown 12: value at nybble 12
Peepa 5-8 Gap Position: value at nybble 13 (comment: The gap where the player can jump through. Is a bitfield.)
Peepa 1-5 Gap Position: value at nybble 14 (comment: The gap where the player can jump through. Is a bitfield.)
Peepa 13-16 Gap Position: value at nybble 15 (comment: The gap where the player can jump through. Is a bitfield.)
Peepa 9-12 Gap Position: value at nybble 16 (comment: The gap where the player can jump through. Is a bitfield.)
Gap Replacement: list at nybble 18: 0=Empty, 1=Coins, 2=Entire Circle is Coins (comment: Coins in circle jump up 1 tile after level fade-in.)
Unknown Value 20: value at nybble 20
231Boohemoth
Triggering Event ID: value at nybble 1-2 (comment: Spawns with "flourish" when flag is triggered.)
Direction: list at nybble 5: 0=Right, 1=Left (comment: Changes the direction of the Boohemoth, with 0 being right, and 1 being left.)
Has Camera Priority: checkbox on nybble 6 with mask 1 (comment: When checked, the Boohemoth has priority over the camera's movement. This allows it to stop camera movement when looked at.)
Path ID: value at nybble 8
232Spiny
State: list at nybble 6: 0=Normal, 1=Upside Down, 2=Empty Shell, 3=Upside-Down Empty Shell (comment: Unused.)
Unknown Value 7: value at nybble 7 (comment: Checkbox?)
233Ceiling Spiny
Initial Position: list at nybble 7: 0=Hanging Upside Down, 1=Already empty shell and falls on load, 2=Hanging Upside Down (comment: The position of the spiny on load.)
234Spiked Ball
Direction: list at nybble 5: 0=Left, 1=Right (comment: Sets the starting direction.)
Speed: list at nybble 6: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast
Maintain Momentum: checkbox on nybble 7 with mask (comment: Spiked Ball keeps it's momentum when it hits other objects.)
Behaviour: list at nybble 14: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: Behaviours loop after value 3)
Don't Keep Last Position: checkbox on nybble 15 with mask 1 (comment: If checked the spiked ball will return to it's initial position when the player gets too far away from it.)
Unknown 16: value at nybble 16
235Big Spiked Ball
Direction: list at nybble 5: 0=Left, 1=Right (comment: Sets the starting direction.)
Speed: list at nybble 6: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast
Maintain Momentum: checkbox on nybble 7 with mask 1 (comment: Spiked Ball keeps it's momentum when it hits other objects.)
Behaviour: list at nybble 14: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: Behaviours loop after value 3)
Don't Keep Last Position: checkbox on nybble 15 with mask 1 (comment: If checked the spiked ball will return to it's initial position when the player gets too far away from it.)
Unknown 16: value at nybble 16
236Mega Spiked Ball
Direction: list at nybble 5: 0=Left, 1=Right (comment: Sets the starting direction.)
Speed: value at nybble 6 (comment: Determines the speed of the spiked ball. Some values ignore the direction nybble and go right regardless.)
Maintain Momentum: checkbox on nybble 7 with mask 1 (comment: Spiked Ball keeps it's momentum when it hits other objects.)
Speed Up When Offscreen: value at nybble 12 (comment: If checked the Spiked Balls speed will increase when it is off screen.)
Behaviour: list at nybble 14: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: Determines how the spiked ball will act. Behaviours loop after value 3)
Don't Keep Last Position: checkbox on nybble 15 with mask 1 (comment: If checked the spiked ball will return to it's initial position when the player gets too far away from it.)
Unknown 16: value at nybble 16
237Spiked Ball Spawner
Direction: list at nybble 7: 0=Left, 1=Right, 2=Towards Player (comment: The direction that the Spiked Balls spawn.)
Ball Limit: value at nybble 8 (comment: If the number of spiked balls on screen is greater than or equal to this value, spiked balls will not spawn. A value of 0 limits to 3 balls.)
Spiked Ball Movement Speed: list at nybble 10: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast (comment: Determines the movement speed of the Spiked Balls.)
Mode: list at nybble 13: 0=Normal, 1=Only Spawn When Above Snakeblock (comment: Determines the spawning mode for the spawner.)
Behaviour: list at nybble 14: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: How the Spiked Ball will behave. Values greater than 3 are unused.)
Snakeblock Detection Mode: list at nybble 15: 0=Both Tiles, 1=Single Tile (comment: Determines how many tiles have to be covered by a snakeblock to cause the spikeball to spawn. (Only used when mode is 1))
Maintain Momentum: checkbox on nybble 16 with mask (comment: Spiked Ball keeps it's momentum when it hits other objects.)
Respawn Delay: list at nybble 17: 0=2 Frames, 1=3 Frames, 2=4 Frames, 3=5 Frames, 4=6 Frames, 5=7 Frames, 6=8 Frames, 7=9 Frames, 8=10 Frames, 9=11 Frames, 10=12 Frames, 11=13 Frames, 12=14 Frames, 13=15 Frames, 14=16 Frames, 15=17 Frames (comment: The time between each spiked ball in frames.)
Respawn Delay (n * 16): value at nybble 19-20 (comment: The time between each spiked ball in 16 frames. 0 is 180 Frames, all other values are n*16)
238Synchronized Spiked Ball Spawner (Uses GroupID)
Direction: list at nybble 7: 0=Left, 1=Right, 2=Towards Player (comment: The direction that the spiked balls spawn.)
Ball Limit: value at nybble 8 (comment: If the number of spiked balls on screen is greater than or equal to this value, spiked balls will not spawn. A value of 0 limits to 3 balls.)
Spiked Ball Movement Speed: list at nybble 10: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast
Group ID: value at nybble 12 (comment: Use this ID to link it to a GroupID (98))
Mode: list at nybble 13: 0=Normal, 1=Only Spawn When Above Snakeblock (comment: Determines the spawning mode for the spawner.)
Behaviour: list at nybble 14: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: How the spiked ball will behave. Values greater than 3 are unused.)
Snakeblock Detection Mode: list at nybble 15: 0=Both Tiles, 1=Single Tile (comment: Determines how many tiles have to be covered by a snakeblock to cause the spikeball to spawn. (Only used when mode is 1))
Maintain Momentum: checkbox on nybble 16 with mask (comment: Spiked Ball keeps it's momentum when it hits other objects.)
Respawn Delay: list at nybble 17: 0=2 Frames, 1=3 Frames, 2=4 Frames, 3=5 Frames, 4=6 Frames, 5=7 Frames, 6=8 Frames, 7=9 Frames, 8=10 Frames, 9=11 Frames, 10=12 Frames, 11=13 Frames, 12=14 Frames, 13=15 Frames, 14=16 Frames, 15=17 Frames (comment: The time between each spiked ball in frames.)
Respawn Delay (n * 16): value at nybble 19-20 (comment: The time between each spiked ball in 16 frames. 0 is 180 Frames, all other values are n*16)
239Swinging Vine
Swing Distance: value at nybble 5 (comment: The distance of the swing arc.)
Length: value at nybble 6 (comment: value+4)
Speed: value at nybble 7 (comment: The speed of the vines.)
Start Position: value at nybble 8 (comment: Determines the start position of the vine.)
Unknown Value 11: value at nybble 11 (comment: Checkbox?)
240Urchin
Triggering Event ID: value at nybble 1-2 (comment: Starts moving when this Event ID is activated.)
Movement Speed: list at nybble 5: 0=Normal, 1=Fast, 2=Fastest (comment: Determines the speed of movement. 2 is unused. Values > 2 are the same as 0.)
Large: checkbox on nybble 6 with mask 1 (comment: When checked the Urchin will appear as a large Urchin.)
Shorter Movement: checkbox on nybble 7 with mask 1 (comment: If checked, the Urchin will change direction upon returning to it's starting position, rather than moving past it.)
Mirrored Movement: checkbox on nybble 8 with mask 1 (comment: When checked the movement will be in the oposite direction.)
Movement Type: list at nybble 9: 0=Up/Down, 1=Right/Left, 2=Stationary (comment: Determines the movement type.)
Movement Distance: value at nybble 10 (comment: How far the Urchin will move before changing direction.)
Unknown Value 12: value at nybble 12
241Rotating Urchin
Unknown Value 7: value at nybble 7
Large: checkbox on nybble 8 with mask 1 (comment: When checked the urchin will be a large urchin.)
Movement Direction: list at nybble 10: 0=Down-left, 1=Up-left (comment: Determines the direction the urchin will move.)
242Whirlpool
Disappear Upon Retraction: checkbox on nybble 6 with mask 1 (comment: If this is checked, once the whirlpool retracts, it disappears instead of staying small. [Unused])
243Ghost House Moving Wall
Unknown Value 5: value at nybble 5
Path ID: value at nybble 6 (comment: Sets what path the wall should move along.)
Left Wall: checkbox on nybble 7 with mask 2 (comment: If checked the wall is oriented as a left wall. Values of 0 and 1 produce right walls.)
Unknown Value 8: value at nybble 8 (comment: Checkbox?)
Unknown Value 9: value at nybble 9 (comment: Checkbox?)
Ending Node: value at nybble 10 (comment: The path node the wall should stop moving at)
244Chain Chomp
Pole Length: list at nybble 6: 0=Three, 1=One (comment: The length of the pole.)
245Wendy O. Koopa
246Wendy O. Koopa - Water
247Invisible Bouncy Block
Width: value at nybble 11 (comment: Width of the blocks. (Value + 1))
248Move-once-on Ghost House Platform
Width: value at nybble 6
Height: value at nybble 7
Movement Direction: list at nybble 9: 0=Right, 1=Left, 2=Up, 3=Down (comment: The direction the platform moves when the player steps on it. 0 and 1 are unused.)
Speed: list at nybble 18: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: The speed the platform moves. Values > 4 Don't work.)
249Rotation-controlled Rectangle Lift - Tower
Z-Order: list at nybble 12: 0=Above layer 1 Tiles, 1=Below Layer 1 Tiles (comment: Determines the Z Position for the Rectangle Lift.)
Height: value at nybble 14
Width: value at nybble 16
Rotation ID: value at nybble 21-22
250Rotation-controlled Rectangle Lift - Checkered
Z-Order: list at nybble 12: 0=Above layer 1 Tiles, 1=Below Layer 1 Tiles (comment: Determines the Z Order for the Rectangle Lift.)
Height: value at nybble 14
Width: value at nybble 16
Movement ID: value at nybble 21-22
251Treasure Chest
Contents: list at nybble 11: 0=Super Mushroom, 1=Super Mushroom, 2=Fire Flower, 3=Super Mushroom, 4=Super Leaf, 5=Gold Flower Card, 6=Mini Mushroom, 7=Super Star, 8=Super Mushroom, 9=Mega Mushroom, 10=Super Mushroom, 11=1-Up, 12=Super Mushroom, 13=Super Mushroom, 14=Super Mushroom, 15=Super Mushroom (comment: Everything apart from 5 and 7 is unused.)
252Item
Triggering Event ID: value at nybble 1-2 (comment: Spawns when flag is on. Doesn't despawn when flag is off.)
Item Speed: list at nybble 5: 0=Normal, 1=Fast, 2=Faster, 3=Fastest, 4=Slow, 5=Slower, 6=Even Slower, 7=Slowest (comment: Determines the item speed. Values > 7 are repeats.)
Throw/Travel Direction: list at nybble 6: 0=Right, 2=Left (comment: Odd numbers are right, and even numbers are left.)
Delay Between Items: value at nybble 7 (comment: Dictates the delay between item spawns. Higher values = longer delay.)
Amount to Spawn: value at nybble 8 (comment: The total number of items to spawn.)
Spawn Type: list at nybble 9: 0=From Pipe, 1=Thrown (comment: Determines how the item spawns. Values > 1 are repeats.)
Item: list at nybble 11: 0=Super Mushroom, 2=Fire Flower, 4=Super Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Super Star, 9=Mega Mushroom, 11=1-Up (comment: Determines the type of item to spawn. All other values spawn Mushrooms.)
253Larry Koopa - Solid On Top Platform
Length: value at nybble 11 (comment: Values after 7 loop back to 0)
254Vertically-moving Lift - Totem
Width: value at nybble 6 (comment: Value + 1)
Distance: value at nybble 8 (comment: Distance the platform moves up, in blocks.)
255Bowser Head Statue
Delay: value at nybble 5 (comment: Controls the delay between shots.)
Flame Type: list at nybble 6: 0=Normal Flame, 1=No Flame, 2=Purple Flame (Broken), 3=Blue Flame (Broken) (comment: Determines the type of flame the head will shoot, Types 2 & 3 are broken, values > 3 repeat.)
Direction (Broken): list at nybble 7: 0=Left, 1=Right (comment: Unused, if set to right the flame will fire to the right but the head will not spawn.)
No Head: checkbox on nybble 10 with mask 1 (comment: Unused, When checked no head will spawn.)
256Invisible Ceiling
Width: value at nybble 5-6 (comment: Sets the width of the invisible ceiling.)
Unknown Value 11: value at nybble 11 (comment: Checkbox?)
257Movement Controlled Bone Platform
Target Event ID (Step On): value at nybble 1-2 (comment: Activated upon being stepped on.)
Target Event ID (Ground Pound): value at nybble 3-4 (comment: Activated on ground-pound.)
Unknown Value 7: value at nybble 7
Sway Sync: list at nybble 8: 0=One, 1=Two (comment: Determines the sway sync to use. Platforms with sync 1 will sway in the opposite direction to those with sync 2. Values greater than 1 repeat.)
Unknown Value 12: value at nybble 12
Unknown Value 13: value at nybble 13
Piece Type: list at nybble 14: 0=Head, 1=Long Middle Piece, 2=End Piece, 3=Short Middle Piece
Unknown Value 16: value at nybble 16
Sway Down Distance: value at nybble 17 (comment: Determines how far down the platform will move when swaying.)
Unknown Value 20: value at nybble 20
Movement ID: value at nybble 21-22 (comment: Used to pair the platforms to a movement controller. Requires path controller (188))
258Big Bowser and Big Dry Bowser - Controller
Triggering Event ID: value at nybble 1-2 (comment: This triggering ID triggers all of the platforms.)
Is Dry Bowser: checkbox on nybble 6 with mask
259Rotation-controlled Hard Block
Behavior: list at nybble 12: 0=Normal, 1=Normal, 2=Rotate Facing Camera, 3=Rotate Facing Camera, 4=Rotate Facing Controller, 5=Rotate Facing Controller, 6=Rotate Facing Camera, 7=Rotate Facing Camera, 8=Inverted, 9=Normal, 10=Rotate Facing Camera, 11=Rotate Facing Camera, 12=Rotate Facing Controller, 13=Rotate Facing Controller, 14=Rotate Facing Camera, 15=Rotate Facing Camera (comment: The behavior of this rotating hard block.)
Type: list at nybble 13: 0=Stone, 1=Rotation Pivot, 2=Used, 3=Brick (comment: 3 only has the appearance of a Brick Block. Seems to repeat after 3.)
Rotation ID: value at nybble 21-22
260Reznor Cutscene Controller - Roy
261Reznor Cutscene Controller - Iggy
262Reznor Cutscene Controller - Wendy
263Reznor Cutscene Controller - Morton
264Reznor Cutscene Controller - Ludwig von Koopa
265Reznor Cutscene Controller - No Koopaling
266Flash-attack Koopalings in Clown Car
End Location ID: value at nybble 5
Start Location ID: value at nybble 6
267Long ? Block
Contents: list at nybble 14: 0=Empty, 1=Coin, 2=Fire Flower, 4=Tanooki Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star/Coin, 10=10 Coins, 11=1-UP, 13=Trampoline, 14=Mushroom/Coin (comment: Always contains two coins plus whatever is selected here. )
268Rectangle Lift - Lava
Triggering Event ID: value at nybble 1-2
Tiles to move (when triggered): value at nybble 5-6 (comment: The distance the platform will move once triggered.)
Mode: list at nybble 11: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event
Direction: list at nybble 12: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right, 5=Left, 6=Up, 7=Down, 8=Right, 9=Left, 10=Up, 11=Down, 12=Right, 13=Left, 14=Up, 15=Down (comment: The direction the platform moves.)
Type: list at nybble 14: 0=Normal, 1=Tall and Skinny (comment: The type of platform the sprite should be.)
Tiles to move: value at nybble 16-17 (comment: The distance the platform will move.)
Moving speed: list at nybble 18: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: The speed the platform will move.)
End delay: value at nybble 19
Start delay: value at nybble 20
269Gold Ship
Unknown 12: value at nybble 12
Movement ID: value at nybble 22 (comment: Link with 188)
270Icy Spiked Ball
Direction: list at nybble 5: 0=Left, 1=Right (comment: Sets the starting direction.)
Speed: list at nybble 6: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast
Behaviour: list at nybble 14: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: Behaviours loop after value 3)
271Big Icy Spiked Ball
Direction: list at nybble 5: 0=Left, 1=Right (comment: Sets the starting direction.)
Speed: list at nybble 6: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast
Behaviour: list at nybble 14: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: Behaviours loop after value 3)
272Peach Cage For Cutscene
273Coin Roulette Block
Triggering Event ID: value at nybble 1-2 (comment: Spawned if on with no "flourish".)
Destroyable: checkbox on nybble 13 with mask 1 (comment: When checked the roulette block can be destroyed by other sprites.)
Type: list at nybble 14: 0=Starts on five, 1=Starts on 10, 2=Big, 3=Starts on 50 (comment: Values greater than 3 are repeated.)
274Flying Gold Block Spawn Point
Behaviour: list at nybble 5: 0=Flies Away, 1=Flies side to side, 2=Flies in place, 3=Frozen in place (comment: How the gold block will act after spawning. 3 is unused. Values > 3 repeat.)
Spawn at: list at nybble 6: 0=Start, 1=Checkpoint (comment: Determines the spawn location.)
Checkpoint Number: list at nybble 8: 0=One, 1=Two (comment: Determines the checkpoint to spawn at. Only takes effect if nybble 6 == 1.)
Unknown Value 10: value at nybble 10 (comment: Checkbox?)
275Long ? Block - Underground
Contents: list at nybble 14: 0=Empty, 1=Coin, 2=Fire Flower, 4=Tanooki Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star/Coin, 10=10 Coins, 11=1-UP, 13=Trampoline, 14=Mushroom/Coin (comment: Always contains two coins plus whatever is selected here. Only 1 and 2 are used.)
276Long ? Block - lava
Contents: list at nybble 14: 0=Empty, 1=Coin, 2=Fire Flower, 4=Tanooki Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star/Coin, 10=10 Coins, 11=1-UP, 13=Trampoline, 14=Mushroom/Coin (comment: Always contains two coins plus whatever is selected here. Only 1 and 4 are used.)
277Switchable Conveyor Belt
Triggering Event ID: value at nybble 1-2 (comment: Moves in reverse while this event is on.)
Reversed: checkbox on nybble 5 with mask 1 (comment: Unused. When checked the conveyor will move in the oposite direction, however the graphics will not correctly reflect this.)
Crash The Game: checkbox on nybble 6 with mask 1 (comment: Unused. Check this to crash the game.)
278Assist Block
Checkpoint Number: list at nybble 5: 0=One, 1=Two (comment: Determines what checkpoint to spawn at.)
Appears At Checkpoint: checkbox on nybble 6 with mask 1 (comment: Only spawns if Mario spawned from a Checkpoint.)
279Lemmy Ball - Non-boss
Useless Checkbox 5: checkbox on nybble 5 with mask (comment: Useless.)
Bounces Higher: checkbox on nybble 6 with mask (comment: Makes the ball bounce higher. [Unused])
280+ Clock
Type: list at nybble 6: 0=50 Mario Seconds (Green), 1=10 Mario Seconds (Blue)
281Movement-Controlled Rectangular Ice Lift
Movement ID: value at nybble 21-22 (comment: Used to pair with a path Movement Controller (188))
282Rectangle Lift - Ghost House
Triggering Event ID: value at nybble 1-2
Tiles to move (When triggered): value at nybble 5-6
Spikes: list at nybble 10: 0=None, 1=Top, 2=Bottom, 3=Top/Bottom, 4=Left, 5=Right, 6=Left/Right (comment: 7/8 produce messed up hitboxes / repeats after 8)
Mode: list at nybble 11: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: If 2 it moves the specified tiles to move if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybble 12: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right, 5=Left, 6=Up, 7=Down, 8=Right, 9=Left, 10=Up, 11=Down, 12=Right, 13=Left, 14=Up, 15=Down (comment: Nintendo uses different types for up/down.)
Height: value at nybble 14 (comment: Value + 1. If it's 0 the game will set it to 1.)
Width: value at nybble 16 (comment: Value + 1. If it's 0 the game will set it to 1.)
Moving Speed: list at nybble 18: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
End delay: value at nybble 19
Start delay: value at nybble 20
283Rectangle Lift - Larry Battle
Triggering Event ID: value at nybble 1-2
Mode: list at nybble 11: 0=Already moving, 1=Disabled By Event (comment: Determines how the platform reacts to events.)
Movement Direction: list at nybble 12: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right, 5=Left, 6=Up, 7=Down, 8=Right, 9=Left, 10=Up, 11=Down, 12=Right, 13=Left, 14=Up, 15=Down (comment: The direction the platform will move.)
[Depricated] Height: value at nybble 14 (comment: Does nothing, presumably would have set the platform height at some point.)
[Depricated] Width: value at nybble 16 (comment: Does nothing, presumably would have set the platform width at some point.)
Tiles To Move: value at nybble 17 (comment: How far the platform will move once triggered.)
Movement Speed: list at nybble 18: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
Start Delay: value at nybble 19
End Delay: value at nybble 20
284Chandelier Lift - Small
Rotation ID: value at nybble 22
285Chandelier Lift - Medium
Rotation ID: value at nybble 22
286Chandelier Lift - Big
Rotation ID: value at nybble 22
287Door - Toad House
288Resources Loader - Mega Mario
289Bouncy Mushroom - Castle
Triggering Event ID (With stem): value at nybble 1-2 (comment: When triggered the mushroom will spawn with a stem.)
Triggering Event ID: value at nybble 3-4 (comment: When triggered the mushroom will spawn.)
Solid on Top Only: checkbox on nybble 5 with mask 1 (comment: Allows for the player to jump through the bottom of the platform.)
Shorter Platform: checkbox on nybble 16 with mask 1
290Path-controlled Climbable Fence (small)
Path ID: value at nybble 5 (comment: may have an overflow nybble(maybe?))
Unknown 12: value at nybble 12
Ending Behavior: list at nybble 17: 0=Falls Off, 1=Go Back, 2=Stop (comment: How the fence should act when it gets to the end of it's path.)
Already Moving: checkbox on nybble 19 with mask (comment: If checked, the fence will be moving without Mario touching it.)
291Path-controlled Climbable Fence (medium)
Path ID: value at nybble 5 (comment: may have an overflow nybble)
Unknown 12: value at nybble 12
Path End Behavior: list at nybble 17: 0=Fall Off, 1=Go Back, 2=Stop
Already Moving: checkbox on nybble 19 with mask (comment: If checked, the fence will be moving without Mario touching it.)
292Warp Cannon Signboard
293Boxing Glove
Triggering Event ID: value at nybble 1-2
Movement ID: value at nybble 21-22 (comment: Works with "Movement Controller - Back and Forth".)
294Warp Cannon
Unknown Value 6: value at nybble 6 (comment: Some cannons don't change the music. Maybe this determines that?)
295Resources Loader - Whomp
296Toad
Target Event ID: value at nybble 1-2
297Horizontal Rail-controlled Switchable Fence
Speed: list at nybble 5: 0=Fastest, 1=Fast, 2=Medium Fast, 3=Medium Slow, 4=Slow, 5=Slowest (comment: Determines the speed of movement for the fence.)
Size: list at nybble 6: 0=3x3, 1=3x6, 2=6x3, 3=Unused 6x6 with 3x3 model (comment: The size of the fence. A value of 3 produces a broken unused fence with the collision of a 6x6 fence but the model of a 3x3 fence.)
Behaviour: list at nybble 8: 0=No Flip, 1=Fall When Hit, 2=Start on Bottom, 3=Start on Top (comment: Determines how the fence acts. Side of the rail that the fence starts on.)
Move when Touched: checkbox on nybble 9 with mask 2 (comment: Nybble with mask 2. Makes the fence so Mario has to activate it before it starts moving.)
Direction: list at nybble 10: 0=Right, 1=Left, 2=Right, 3=Left (comment: The direction the fence starts moving in.)
298Resources Loader - Applause Coin
Unknown Value 12: value at nybble 12
299Rectangle Lift - Lemmy Battle
300Applause Coin
Triggering Event ID: value at nybble 1-2
Visibility State: list at nybble 6: 0=Visible, 1=Not Visible (comment: This state changes when the triggering event is triggered.)
301Big Bowser Battles - Lift Controller
Unknown 6: value at nybble 6
302Moon Coin
Target Event ID: value at nybble 1-2
Number: list at nybble 7: 0=One, 1=Two, 2=Three
303Rotation-controlled Moon Coin
Target Event ID: value at nybble 1-2
Number: list at nybble 7: 0=One, 1=Two, 2=Three
Unknown 9: value at nybble 9
Behavior: list at nybble 12: 0=Normal, 1=Normal, 2=Rotate Facing Camera, 3=Rotate Facing Camera, 4=Rotate Facing Controller, 5=Rotate Facing Controller, 6=Rotate Facing Camera, 7=Rotate Facing Camera, 8=Inverted, 9=Normal, 10=Rotate Facing Camera, 11=Rotate Facing Camera, 12=Rotate Facing Controller, 13=Rotate Facing Controller, 14=Rotate Facing Camera, 15=Rotate Facing Camera (comment: The behavior of this rotating moon coin.)
Rotation ID: value at nybble 21-22
304*Big Bowser Flame
Is Blue: checkbox on nybble 10 with mask 1 (comment: When checked the flame will be blue.)
305Movement-Controlled Ice Lift
Target Event ID: value at nybble 1-2 (comment: This event ID is triggered once the player steps onto the platform.)
Unknown 5: value at nybble 5
Type: list at nybble 6: 0=One Platform, 1=Two Platforms, 2=Tiered Platform (comment: Sets the type of platform to spawn. Values of 3 or higher will cause the game to crash.)
Unknown 11: value at nybble 11
Movement ID: value at nybble 21-22 (comment: Used to pair with a movement controller. Only works with path controller (188))
306Big Bowser Battles - Bowser Head Statue
Triggering Event ID: value at nybble 1-2
Delay: value at nybble 5 (comment: Controls the delay between shots.)
Flame Type: list at nybble 6: 0=Normal Flame, 1=No Flame, 2=Purple Flame, 3=Blue Flame (Broken) (comment: Determines the type of flame the head will shoot, blue flames don't work, values > 3 repeat.)
Direction: list at nybble 7: 0=Left, 1=Right (comment: Determines the fireing direction.)
No Head (Broken): checkbox on nybble 10 with mask 1 (comment: This would presumably cause no head model to spawn, however the head model never spawns anyway and therefore this is useless.)
307Event Activated Rectangle Lift - Ruins
Triggering Event ID: value at nybble 1-2 (comment: This is a required field in order to make this move.)
Distance: value at nybble 5-6 (comment: The distance the block moves after activating.)
Mode: list at nybble 11: 0=Does Nothing, 2=Enabled By Event (comment: Has to be set to 2 for the platform to move.)
Direction: list at nybble 12: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right, 5=Left, 6=Up, 7=Down, 8=Right, 9=Left, 10=Up, 11=Down, 12=Right, 13=Left, 14=Up, 15=Down (comment: The direction the block moves after activating.)
[Depricated] Height: value at nybble 14 (comment: Does nothing, presumably would have set the platform height at some point.)
[Depricated] Width: value at nybble 15 (comment: Does nothing, presumably would have set the platform width at some point.)
Movement Speed: list at nybble 18: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy)
308Event Activated Rectangle Lift - Sand
Triggering Event ID: value at nybble 1-2 (comment: This is a required field in order to make this move.)
Distance: value at nybble 5-6 (comment: The distance the block moves after activating.)
Mode: list at nybble 11: 0=Does Nothing, 2=Enabled By Event (comment: Has to be set to 2 for the platform to move.)
Direction: list at nybble 12: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right, 5=Left, 6=Up, 7=Down, 8=Right, 9=Left, 10=Up, 11=Down, 12=Right, 13=Left, 14=Up, 15=Down (comment: The direction the block moves after activating.)
[Depricated] Height: value at nybble 14 (comment: Does nothing, presumably would have set the platform height at some point.)
[Depricated] Width: value at nybble 16 (comment: Does nothing, presumably would have set the platform width at some point.)
Movement Speed: list at nybble 18: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy)
309Resource Loader - Ghost House Stairs
310Big Bowser Battles - Up-moving Lift
Triggeirng Event ID: value at nybble 1-2
Spawn Delay: value at nybble 5 (comment: Higher values spawn first.)
Length: value at nybble 6 (comment: Values greater than 3 cause the game to crash.)
311Big Coin Meteor
Triggering Event ID: value at nybble 1-2
Unknown Value 5: value at nybble 5
Coin Value: list at nybble 6: 0=10, 1=100 (comment: Determines the value of the coin. Values after 1 are repeated.)
Direction Of Movement: list at nybble 7: 0=Left, 1=Right (comment: Determines the direction the coin will move in.)
Y Position Offset: value at nybble 8 (comment: Offsets the Y position by +2 blocks for each value.)
Speed (Horizontal): value at nybble 9 (comment: 0 Is slowest, 15 is fastest.)
Speed (Vertical): value at nybble 10 (comment: 0 Is slowest, 15 is fastest.)
312Disabler - Inventory
313Event Activated Rectangle Lift - Underwater
Triggering Event ID: value at nybble 1-2 (comment: This is a required field in order to make this move.)
Distance: value at nybble 5-6 (comment: The distance the block moves after activating.)
Mode: list at nybble 11: 0=Does Nothing, 2=Enabled By Event (comment: Has to be set to 2 for the platform to move.)
Direction: list at nybble 12: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right, 5=Left, 6=Up, 7=Down, 8=Right, 9=Left, 10=Up, 11=Down, 12=Right, 13=Left, 14=Up, 15=Down (comment: The direction the block moves after activating.)
Size: list at nybble 14: 0=2 Tiles, 1=4 Tiles (comment: Makes platform 4 tiles wide instead of two.)
Movement Speed: list at nybble 18: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy)
314Three Platform Rickshaw Lift - Ruins
Size: list at nybble 6: 0=Small, 1=Big
Unused Value 9: value at nybble 9 (comment: Possible values up to 3.)
Spins Clockwise: checkbox on nybble 10 with mask
Unused Checkbox 11: checkbox on nybble 11 with mask
Faster Rotation: checkbox on nybble 12 with mask (comment: When checked the platform will rotate faster. [Unused])
315Peach (Credits)
316Warp Cannon Rush Effect
Location ID: value at nybble 6
317Spore Effect
318Event Activated Rectangle Lift - Tower
Triggering Event ID: value at nybble 1-2 (comment: This is a required field in order to make this move.)
Distance: value at nybble 5-6 (comment: The distance the block moves after activating.)
Mode: list at nybble 11: 0=Does Nothing, 2=Enabled By Event (comment: Has to be set to 2 for the platform to move.)
Direction: list at nybble 12: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right, 5=Left, 6=Up, 7=Down, 8=Right, 9=Left, 10=Up, 11=Down, 12=Right, 13=Left, 14=Up, 15=Down (comment: The direction the block moves after activating.)
Size: list at nybble 14: 0=3 Blocks Tall, 1=2 Blocks Tall, 2= 4 Blocks Tall (comment: Values greater than 2 cause the game to crash.)
Movement Speed: list at nybble 18: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest(Glitchy)
319Staff Credits - Koopa Clown Car
320Move-once-on Path-controlled Lift
Path ID: value at nybble 5 (comment: Value*1 is added to the Path ID.)
Platform Length: value at nybble 6 (comment: Length of the platform.)
Path Node: value at nybble 7 (comment: Value +1 is added.)
Path ID Overflow: value at nybble 8 (comment: Value*16 is added to the Path ID.)
Unknown Value 15: value at nybble 15
Unknown Value 16: value at nybble 16
End Behaviour: list at nybble 17: 0=Falls, 1=Goes Backwards, 2=Falls, 3=Starts on top*, 4=Disappears (comment: The behavior of the platform after it hits the last node. (* starts at the top, goes down, and disappears.))
Start Behaviour: list at nybble 19: 0=Moves when Touched, 1=Already Moving, 2=Moves when Touched, 3=Already Moving (comment: Determines Starting Behaviour. Values repeat.)
321Mushroom Platform - Snow
Tilt Speed: value at nybble 5-6 (comment: Value Modulo 64. Speed increases for values 1-32, then decreases for values 33-63.)
Length: value at nybble 7 (comment: Value + 3.)
Starting Tilt/Tilt Angle: list at nybble 8: 0=No Tilt, 1=Left - 11.25, 2=Left - 22.5, 3=Left - 33.75, 4=Left - 45, 5=Left - 56.25, 6=Left - 67.5, 7=Left - 78.75, 8=No Tilt, 9=Right - 11.25, 10=Right - 22.5, 11=Right - 33.75, 12=Right - 45, 13=Right - 56.25, 14=Right - 67.5, 15=Right - 78.75 (comment: In degrees.)
Stretches Vertically: checkbox on nybble 9 with mask 2
Stretch Height: list at nybble 10: 0=No Stretch, 1=One Tile, 2=Two Tiles, 3=Three Tiles (comment: Values after 3 repeat.)
Stem Length: value at nybble 11 (comment: Value + 4)
322Big Grinder
Triggering Event ID: value at nybble 2 (comment: Spawned if on with no "flourish".)
Speed: value at nybble 5
Unknown Value 6: value at nybble 6 (comment: Used in 3-16 as 0 or 1)
Location ID: value at nybble 20 (comment: Purpose unknown.)
323Ending Birds
324Invisible Tile Collider
325Disabler - Super Mushroom Bubble