Register - Login
Views: 85754792
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies
09-25-17 10:29:36 PM

Jul - NSMB Hacking (Archive) - Sprite Data Reference (Long) New poll - New thread - New reply
Pages: 1 2 3 4Next newer thread | Next older thread
Ninji

Boomboom
Why did my user title say I'm a toaster anyway
Level: 83


Posts: 426/1988
EXP: 5402263
For next: 29958

Since: 07-26-07
From: Rogueport

Since last post: 83 days
Last activity: 74 days

Posted on 07-19-09 04:11:34 PM (last edited by Treeki at 07-21-09 06:43 AM) Link | Quote
Now that we have a NSMB board, I can post updates to this easily.
This used to be a separate page, but it's easier to edit and see updates in a forum format.
Credits to: Piranhaplant, Madman200, Reshef, Martboo, myself. If you have any additions or fixes, post in this thread and I'll take a look at them!
Sprites with nothing listed (like 25 and 26) have no sprite data.
Do not quote this post or I will kill you. The page is long enough as it is already.

0: Beta Level Sprite
This sprite is found in some of the unused levels. If placed, the game will crash when you enter the level.
1...20: Unused
Use unknown, but these sprites are never used in the game.
21: Mega Goomba
World 4's boss. This object has additional sprite data, but the use is unknown.
22: Moving Hammer Brother spawn point
This object has additional sprite data, but the use is unknown.
23: Piranha Plant In Tube
Data: 0000 0F00 0000 - Set F to 1 to make a fire-spitting plant
24: Upside Down Piranha Plant
Data: 0000 0F00 0000 - Set F to 1 to make a fire-spitting plant
25: Right Facing Piranha Plant
26: Left Facing Piranha Plant
27: Bullet Bill Launcher
Data: 0000 H0UA 0000 - Set H to height, set A to make it always shoot in one direction (0 = normal, 1 = left, 2 = right), U is unknown (set to 2 on three cannons in the game)
28: Bomb
29: Princess Peach
30: Monty Tank
Data: ID00 0000 0000 - Set ID to the ID of the matching activator object.
31: Cheep Cheep
Data: 0000 0GS0 0000 - Set S to 1 to make the Cheep-Cheep go slower, set G to 1 to make it green (Follows Mario up and down)
32: End-of-Level Flag
Data: 0000 0000 00S0 - Set S to 1 for a secret exit
33: Springboard
Data: 0000 XS00 0000 - Set S to 1 to make it giant (unused in the main game). Set X to 1 to offset the springboard right by half a block.
34: Red Coin Ring
Data: ID00 0000 0000 - Set ID to the same number as the ID on the matching red coins.
35: Giant Bowser
36: Thwomp
37: Spiny
38: Boo
39: Boss Activator
Data: ID00 UU00 0000 - Set ID to the same number as the ID on the boss. The use for UU is unknown (it's 06 for W1 Bowser, 00 for Mummy-Pokey, 04 for Cheep Skipper, 03 for Mega Goomba, 02 for Petey Piranha, 05 for Monty Tank, 01 for Lakithunder, 07 for Skeleton Bowser)
40: Unused
41: Bowser Battle P-Switch
This object has additional sprite data, but the use is unknown.
42: Chain Chomp
Data: 0000 0M00 0000 - Set M to 1 to make it have a chain chomp. The value 2 is used in one of the unused levels, but the use of it is unknown.
43: Unused
44: Unused
45: Make brick contain coin
This object has additional sprite data, but the use is unknown.
46: Spiked Ball (102) Activator?
This object has additional sprite data, but the use is unknown.
47: Lakithunder
This object has additional sprite data, but the use is unknown.
48: Bubbles From Tube
Data: ID00 0000 0000 - Set ID to the ID of the matching activator object. If ID is not 0, the bubbles will be turned off when the matching object is activated.
49: Upside Down Bubbles From Tube
Data: ID00 0000 0000 - Set ID to the ID of the matching activator object. If ID is not 0, the bubbles will be turned off when the matching object is activated.
50: Right Bubbles From Tube
Data: ID00 0000 0000 - Set ID to the ID of the matching activator object. If ID is not 0, the bubbles will be turned off when the matching object is activated.
51: Left Bubbles From Tube
Data: ID00 0000 0000 - Set ID to the ID of the matching activator object. If ID is not 0, the bubbles will be turned off when the matching object is activated.
52: Buzzy Beetle
Data: 0000 XX00 0000 - Set XX to 01 to stick to the roof, to 03 to start off as an upside down shell
53: Dry Bones
54: Podoboo
55: Bullet Bill
This object has additional sprite data, but the use is unknown.
56: Fire Bar
Data: 0000 DLRS 0000 - D = set to 1 to have a firebar with two opposing bars, L = length in fireballs, R = set to 1 to go clockwise, S = speed
57: Coin (In bubble if in water)
I didn't bother trying to find out the data for this since it makes totally no sense.
58: Bowser falling from ceiling
This object has additional sprite data, but the use is unknown.
59: Hammer Brother
60: Unused
61: Unused
62: Unused
63: Skeleton Bowser
This object has additional sprite data, but the use is unknown.
64: Whomp
Data: 0000 BS00 0000 - Set B to the behaviour (0 = Come after you, 1 = Wait for you), set S to 1 to make it giant.
65: Cheep Skipper
This object has additional sprite data, but the use is unknown.
66: P-Switch
Data: UU00 UF0U 00UU - Set F to 1 to flip the switch upside down. The other values are unknown.
67: Unknown, used in 1-A
This object has additional sprite data, but the use is unknown.
68: Vertical Moving Platform
Data: PP00 LLHH DDSS - Set PP to the switch activation ID (00 if none), LL to the length, HH to the travelling height, DD to the direction (00 = up, 01 = down), SS to the speed
69: Horizontal Moving Platform
Data: PP00 LLHH DDSS - Set PP to the switch activation ID (00 if none - might not work, it's not used in game), LL to the length, HH to the travelling length, DD to the direction (00 = right, 01 = left), SS to the speed
70: Unused
71: Moving Stone Block Vertical 2 Sided
This object has additional sprite data, but the use is unknown.
72: Moving Stone Block 2 Sided
This object has additional sprite data, but the use is unknown.
73: Hanging Platform
This object has additional sprite data, but the use is unknown.
74: Tilting Rocks
75: Create see-saw platform
76: Scale Platform
Data: 0000 LLHH 0000 - LL = Right side height and top part length, HH = Left side height
77: Sinking Platform
Data: 0000 LL00 0000 - LL = length
78: Moving Platform on touch
This object has additional sprite data, but the use is unknown.
79: Spinning 3-pointed platform
This object has additional sprite data, but the use is unknown.
80: Vertical Platform Generator
Data: 0000 0000 0DU0 - Set D to the direction (0 = up, 1 = down). U is unknown, the MvsL underground level has one with U set to 1.
81: Unused
82: Spinning Square Platform
This object has additional sprite data, but the use is unknown.
83: Unused
84: Unused
85: Unused
86: Spinning Triangle Platform
This object has additional sprite data, but the use is unknown.
87: Unused
88: Brick With P-Switch
This object has additional sprite data, but the use is unknown.
89: Snailicorn
90: Wiggler
This object has additional sprite data, but the use is unknown.
91: Moving Platform on Line
This object has additional sprite data, but the use is unknown.
92: Eel
This object has additional sprite data, but the use is unknown.
93: Arrow Sign
Data: 0000 DF0U 0U00 - Set D to direction (0 = west, 1 = southwest, 2 = south, 3 = southeast, 4 = east, 5 = northeast, 6 = north, 7 = northwest), set F to 1 to flip on the X axis. U is unknown.
94: Swooper
95: Spinning jump board
This object has additional sprite data, but the use is unknown.
96: Sea Weed
97: Unused
98: Unused
99: Manual Moving Wheel
This object has additional sprite data, but the use is unknown.
100: Unused
101: Unused
102: Small Spike Ball
This object has additional sprite data, but the use is unknown.
103: Dorrie
This object has additional sprite data, but the use is unknown.
104: Tornado
105: Whirlpool
This object has additional sprite data, but the use is unknown.
106: Red Coin
Data: ID00 0000 0000 - Set ID to the same number as the ID on the matching red coin ring.
107: Orange ? Switch
Data: IDIE 0F0M X000 - Set ID to the same number as the ID on the object you want to activate, IE if it requires another switch to be activated to show, set F to 1 to flip the switch upside down, set M to 1 or 2 to allow the switch to be hit multiple times, set X to 1 if you want the switch to never time out.
The last byte is used in some cases but it doesn't seem to make much of a difference.. possibly the time it's active for? but that doesn't make much sense in 8-2
108: Red ! Switch
This object has additional sprite data, but the use is unknown.
109: Electric Ball
This object has additional sprite data, but the use is unknown.
110: Unused
111: Spinning Log
This object has additional sprite data, but the use is unknown.
112: Unused
113: Cheep-Chomp
114: Small flamethrower
This object has additional sprite data, but the use is unknown.
115: Giant Spike Ball
This object has additional sprite data, but the use is unknown.
116: Water Bug
This object has additional sprite data, but the use is unknown.
117: Red ? Block
This object has additional sprite data, but the use is unknown.
118: Flamethrower
This object has additional sprite data, but the use is unknown.
119: Pendulum Platform
This object has additional sprite data, but the use is unknown.
120: Piranha Plant
121: Unused
122: Giant Piranha Plant
123: Fire Spitting Piranha Plant
124: Unused
125: Unused
126: Draw Bridge Platform
This object has additional sprite data, but the use is unknown.
127: Giant Spinning Platforms
This object has additional sprite data, but the use is unknown.
128: Warp Zone Pipe Cannon
Data: 0000 0000 00W0 - Set W to the world number
129: Boss Battle Key
130: Jumping Cheep Cheep
131: Checkpoint Vertical Level
132: Midway Point
This object has additional sprite data, but the use is unknown.
133: Unused
134: Unused
135: Unused
136: Pokey
Data: 0000 HH00 0000 - Set HH to height (not including head)
137: Unused
138: Unused
139: Unused
140: Unused
141: Swelling Ground
Data: ID00 0000 001D - ID = the ID for the matching orange ? switch, D = direction (0 = up, 1 = down)
142: Tight Rope
Data: 0000 0000 00LH - L = length, H = height (8+ = negative)
143: Unused
144: Rotating Spiked ? Block
Data: 0000 0T00 0000 - T = type: 0 = coin, 1 = mushroom/flower
145: Rotating Spiked ? Block
146: Star Gate (Ground Pound)
147: Bump from below Platform
Data: 0000 LL00 0000 - LL = length
148: Goomba
This object has additional sprite data, but the use is unknown.
149: Koopa Troopa
Data: 0000 0C00 0000 - Set C to the colour; 0 = Green, 1 = Red, 2 = Blue
150: Koopa Paratroopa
Data: 0000 DCSW 0000 - Set C to the colour; 0 = Green, 1 = Red, 2 = Blue - Set D to the direction; 0 = Straight Line, 1 = Left/Right Path, 2 = Vertical Path, 3 = Low Hopping - Set S to the starting direction; 0 = Down/Left, 1 = Up/Right - Set W to 1 to change the travelling pattern somehow, not sure exactly what it does
151: Unused
152: Switch Block
Data: ID00 0000 0000 - Set ID to the ID of the object(s) that will be activated when the block is hit
153: Unused
154: Unused
155: Warp to Level
Data: 0000 YE0X AUUU - Y = warp height (minus 1), X = warp width (minus 1), E = destination entrance, A = destination area, U = unknown
156: Unused
157: Fire Bro
158: Boomerang Bro
159: Unused
160: Unused
161: Unused
162: Tilting Mushroom
Data: 0000 SSLF BH00 - Set SS to speed, L to length, F to how far to tilt, B = 2 to bounce, H to stalk height
163: Unused
164: Unused
165: Unused
166: Unused
167: Brick with ? Switch
This object has additional sprite data, but the use is unknown.
168: Unknown Sprite (5-1-2)
This object is confusing. It seems to do different things in different places - the only one I've identified is that 3E00 2070 FFFF causes the Starman to generate blue coins.
169: Unused
170: Unused
171: Unused
172: Unused
173: Rope
This object has additional sprite data, but the use is unknown.
174: Moving Mushroom
This object has additional sprite data, but the use is unknown.
175: Unused
176: Unused
177: Unused
178: Unused
179: Unused
180: Fence Koopa
This object has additional sprite data, but the use is unknown.
181: Unused
182: Unused
183: Lakitu
This object has additional sprite data, but the use is unknown.
184: Unused
185: Unknown Sprite
This object has additional sprite data, but the use is unknown.
186: Paragoomba
187: Manual Control Platform
This object has additional sprite data, but the use is unknown.
188: Unused
189: Create pipe cannon
Data: 0000 0A00 0000 - A = angle: 0 = far right, 1 = far left, 2 = medium right, 3 = medium left, 4 = straight up, 5 = fast far right
190: Unused
191: Hanging Bouncing ? Block
This object has additional sprite data, but the use is unknown.
192: Unused
193: Giant Dry Bones
194: Giant Thwomp
195: Scroll Controll??
This object has additional sprite data, but the use is unknown.
196: Scroll Controll??
This object has additional sprite data, but the use is unknown.
197: ? Switch Block
Data: ID00 WH0M 00T0 - Set ID to the ID for the matching activation object. Set W and H to the width and height, set M to 1 to make blocks be created (if it's 0, they will be destroyed - works on any type of block!) and set T to 1 to make the blocks stay on forever.
198: Scrolling Control Left??
This object has additional sprite data, but the use is unknown.
199: Scrolling Control Right??
This object has additional sprite data, but the use is unknown.
200: Unused
201: Unused
202: Unused
203: Unused
204: Fire Snake
205: Flame Chomp
This object has additional sprite data, but the use is unknown.
206: Moving Sloped Ghost House Goo
207: Giant Cheep Cheep
This object has additional sprite data, but the use is unknown.
208: Unused
209: Giant Hammer Bro
210: Vs. Battle Star
Data: 0000 00ID 0000 - ID = star number
211: Blooper
Data: ID00 0U00 0000 - Set ID to the ID for the matching activation object. U is unknown, it's set to 1 for the 3-3 area 3 bloopers.
212: Unused
213: Blooper, Mini-Blooper Spawn
This object has additional sprite data, but the use is unknown.
214: Unused
215: Unused
216: Unused
217: Unused
218: Auto Scroll Start
This object has additional sprite data, but the use is unknown.
219: Spiny Beetle
Data = 0000 FM00 0000 - F = facing direction: 0 = up, 1 = left, 2 = down, 3 = right; M = movement direction: 0 = right, 1 = left
220: Bowser Jr.
This object has additional sprite data, but the use is unknown.
221: Unused
222: Mini Goomba
This object has additional sprite data, but the use is unknown.
223: Flip Fence Side
224: Large Flip Fence Side
225: Unused
226: Hanging Scuttle Bug
This object has additional sprite data, but the use is unknown.
227: Money Bag
228: Roulette Block
This object has additional sprite data, but the use is unknown.
229: Petey Piranha
This object has additional sprite data, but the use is unknown.
230: Unused
231: Water
Data: ID00 RUHH VBWW - Set ID to the ID for the matching activation object (water rises when activated). Set R to 1 to allow the water to rise. U is unknown. Set HH to the height it will rise. Set V to 1 to make the water visible. Set B to the brightness of the water (0 = very dark, F = very bright, etc). Set WW to 01 if you want the rising/falling "waves" effect like in 6-2 - one of the water objects in 6-2 uses 24 for WW, I haven't yet figured out what it does.
Special note: If R is set to 1, WW is set to 00 and ID is set to 00, you will get water that infinitely rises and never stops.
232: Hanging ? Block
This object has additional sprite data, but the use is unknown.
233: Swinging Pole
This object has additional sprite data, but the use is unknown.
234: Lava
This object has additional sprite data, but the use is unknown.
235: Star Coin
Data: 00ID XYNN 0000 - Set X to the X shift (1 offsets half a block left, 2 offsets right), Y to the Y shift (1 offsets half a block down, 2 offsets up), NN to star coin number. If ID is set, any objects with a matching activation ID will be activated.
236: Spinning Square Platform
This object has additional sprite data, but the use is unknown.
237: Broozer
238: Purple Tilt Mushroom
This object has additional sprite data, but the use is unknown.
239: Raising/Lowering Mushroom
This object has additional sprite data, but the use is unknown.
240: Unused
241: Rotating Bullet Bill Cannon
This object has additional sprite data, but the use is unknown.
242: Expand/Contract Mushroom
Data: 0000 SH0L 0000 - S = start type (0 = contracted, 1 = expanded), H = stalk height, L = length (0 = big, 1 = small)
243: Roof Spiny
244: Bouncing Mushroom
Data: 0000 XHUU 0000 - X = X shift (1 offsets half a block left, 2 offsets right), H = stalk height, U = unknown
245: Swelling Tube
This object has additional sprite data, but the use is unknown.
246: Spinning Barrel
This object has additional sprite data, but the use is unknown.
247: Shark Generator??
This object has additional sprite data, but the use is unknown.
248: Baloon Boo
This object has additional sprite data, but the use is unknown.
249: Wall Jump Platform
This object has additional sprite data, but the use is unknown.
250: Crow
251: Giant Eel
This object has additional sprite data, but the use is unknown.
252: Banzai Bill cannon
253: Unused
254: Kab-omb
Data: 0000 0U00 0000 - U is unknown. All the Kab-omb's in the game have U set to 1, I didn't see a difference when setting it to 0..
255: Unused
256: Rotating Carry-Through-Wall Platform
This object has additional sprite data, but the use is unknown.
257: Cheep-Cheep with coin trail
258: Unused
259: Poison Water
This object has additional sprite data, but the use is unknown.
260: Fast Giant Down Shooting Spike
This object has additional sprite data, but the use is unknown.
261: Fast Giant Up Shooting Spike
This object has additional sprite data, but the use is unknown.
262: Fast Giant Left Shooting Spike
This object has additional sprite data, but the use is unknown.
263: Fast Giant Right Shooting Spike
This object has additional sprite data, but the use is unknown.
264: Unknown Sprite
265: Ghost House Pointing Hands
This object has additional sprite data, but the use is unknown.
266: Unused
267: Unused
268: Underwater Bounce Ball
269: Giant Wiggler
270: Unused
271: Unused
272: Falling Snow From Tree
Data: 0000 0D00 0000 - Set D to the tree branch direction; 0 = right, 1 = left.
273: Snowball Thrower
274: Sinking Snow
Data: 0000 0L00 0000 - Set L to the length.
275: Jumping ? Block
Data: 0000 HHII 0000 - Set HH to height, II to item (1 = coin, 2 = powerup, 3 = 1-up)
276: Scroll stop?
This object has additional sprite data, but the use is unknown.
277: Arrow
Data: 0000 0000 001D - D = Direction (0 = North, 1 = NorthEast, 2 = East, 3 = SouthEast, 4 = South, 5 = SouthWest, 6 = West, 7 = NorthWest)
278: Groundpound Ghost House Goo
This object has additional sprite data, but the use is unknown.
279: 1-Way Door
This object has additional sprite data, but the use is unknown.
280: Unknown Sprite (1-4 and Castles)
This object has additional sprite data, but the use is unknown.
281: Pipe caterpillar guy (7-A)
Data: 0000 0D00 0000 - D = direction; 1 = coming out downwards; 0 = upwards
282: Vine
This object has additional sprite data, but the use is unknown.
283: Spike Bass
This object has additional sprite data, but the use is unknown.
284: Pumpkin
285: Falling Scuttle Bug
This object has additional sprite data, but the use is unknown.
286: Mass Event Activator
This object works with the activator system, but is only used once in the game (for the red blocks in 5-C).
Data: EVID 0000 00DD - The activator will start when the event ID is activated (by a switch, for example). It will activate all events from ID to EV, using DD as a delay.
287: Enemy-in-Pipe Generator
Data: 0000 TD00 0000 - Set T to enemy type (0 = Goomba, 1 = Bob-omb), set D to direction (0 = Up, 1 = Down, 2 = Left, 3 = Right)
288: Unused
289: Expandable Block
290: Left Flying ? Block
This object has additional sprite data, but the use is unknown.
291: Brick Block with ? Switch
This object has additional sprite data, but the use is unknown.
292: Door Appear with ? Switch
This object has additional sprite data, but the use is unknown.
293: Scroll Stop Downward??
This object has additional sprite data, but the use is unknown.
294: Scroll Stop Downward??
This object has additional sprite data, but the use is unknown.
295: Mummy Pokey
This object has additional sprite data, but the use is unknown.
296: Unused
297: Moving Stone Block 2 Sided
This object has additional sprite data, but the use is unknown.
298: Moving stone block
This object has additional sprite data, but the use is unknown.
299: Moving Green Blocks
This object has additional sprite data, but the use is unknown.
300: Rising Ghost Platform
This object has additional sprite data, but the use is unknown.
301: Toadsworth
This object has additional sprite data, but the use is unknown.
302: Mushroom House Block
This object has additional sprite data, but the use is unknown.
303: Spinning Spike Ball
This object has additional sprite data, but the use is unknown.
304: Giant Falling Spike
Data: 0000 AAS0 0T0V - AA = length, T = time the spike will wait between each time it falls; V = always 0 or 8, unknown? (2 = weird behaviour); S = speed at which the spike leaves. Thanks to Reshef for this.
305: Final Castle Create Loop
This object has additional sprite data, but the use is unknown.
306: Final Castle Wrong Path
This object has additional sprite data, but the use is unknown.
307: Giant Rising Spike
See 304.
308: Giant Left Shooting Spike
See 304.
309: Giant Right Shooting Spike
See 304.
310: Fog FG effect
This object has additional sprite data, but the use is unknown.
311: Snow FG effect with 313,314
This object has additional sprite data, but the use is unknown.
312: Raising Platform
This object has additional sprite data, but the use is unknown.
313: Snow FG effect with 311,314
This object has additional sprite data, but the use is unknown.
314: Snow FG effect with 311,313
This object has additional sprite data, but the use is unknown.
315: Cloud FG effect
This object has additional sprite data, but the use is unknown.
316: Water FG effect with 317
This object has additional sprite data, but the use is unknown.
317: Water FG effect with 316
This object has additional sprite data, but the use is unknown.
318: Fire FG effect with 319,320
This object has additional sprite data, but the use is unknown.
319: Fire FG effect with 318,320
This object has additional sprite data, but the use is unknown.
320: Fire FG effect with 318,319
This object has additional sprite data, but the use is unknown.
321: Light FG effect with 322
This object has additional sprite data, but the use is unknown.
322: Light FG effect with 321
This object has additional sprite data, but the use is unknown.
323: Cloud
Data: 0000 LL00 0000 - Set LL to the length - 1
Cheatz
Random nobody
Level: 5


Posts: 3/4
EXP: 437
For next: 92

Since: 07-19-09


Since last post: 8.0 years
Last activity: 8.0 years

Posted on 07-19-09 04:19:42 PM Link | Quote
You forgot Bowser Jr stuff.
Ninji

Boomboom
Why did my user title say I'm a toaster anyway
Level: 83


Posts: 427/1988
EXP: 5402263
For next: 29958

Since: 07-26-07
From: Rogueport

Since last post: 83 days
Last activity: 74 days

Posted on 07-19-09 04:35:49 PM Link | Quote
Originally posted by Cheatz
You forgot Bowser Jr stuff.

I'd rather not list it until I know exactly how all the data for Bowser Jr works; I don't have the time to look into it right now.
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 84/727
EXP: 1082810
For next: 1030

Since: 05-19-09


Since last post: 9 days
Last activity: 18 hours

Posted on 07-20-09 05:44:12 AM Link | Quote
I dont know much about bowser jr stuff but i do know that sprite "falling rocks" is actuley a Kab-omb i dont know what the sprite data is yet
Ninji

Boomboom
Why did my user title say I'm a toaster anyway
Level: 83


Posts: 431/1988
EXP: 5402263
For next: 29958

Since: 07-26-07
From: Rogueport

Since last post: 83 days
Last activity: 74 days

Posted on 07-20-09 07:01:24 AM Link | Quote
Originally posted by Hiccup
I dont know much about bowser jr stuff but i do know that sprite "falling rocks" is actuley a Kab-omb i dont know what the sprite data is yet

Changed.
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 90/727
EXP: 1082810
For next: 1030

Since: 05-19-09


Since last post: 9 days
Last activity: 18 hours

Posted on 07-21-09 02:34:04 AM (last edited by Hiccup at 07-24-09 07:19 AM) Link | Quote
Originally posted by Treeki
Originally posted by Hiccup
I dont know much about bowser jr stuff but i do know that sprite "falling rocks" is actuley a Kab-omb i dont know what the sprite data is yet

Changed.

Thanks

Update More Sprite Data:

57 - Coin
00 00 SS 00 00 00

SS= Settings:
00 Normal Coin, 01 for Bubble left-down, 02 for for Bubble left , 03 Loose Coin, 05 Loose Coin, 06 Coin Floating Right not in bubble,
07 = Coin Floating Up Left not in bubble, 08 = Normal Coin

Pipe Caterpillar Guys Are Actuley Called Squiggler's
There Sprite Data is:

281 - Squiggler
00 00 0D 00 00 00
D = Direction:
01 is coming out downwards from a pipe
00 is coming out upwards from a pipe

91 - Moving Platform on Line
00 00 00 00 WU UF


W= 1 if it waits for mario to get on it before it starts moving
00 if it dosent

F= if it comes off the end of the line (dosent have dots on the end of the line)
02 if it has a dot above it? and comes off the end of the line?
03 if it has a dot to the left of it? or right and left? and comes off the end of the line?

152 - Switch Block
ID 00 00 00 00 00

Set ID to the same number as the ID on the object you want to activate

i hope any of that makes sense
Ninji

Boomboom
Why did my user title say I'm a toaster anyway
Level: 83


Posts: 439/1988
EXP: 5402263
For next: 29958

Since: 07-26-07
From: Rogueport

Since last post: 83 days
Last activity: 74 days

Posted on 07-21-09 06:45:20 AM Link | Quote
I've added 152 and 281.

I haven't added 57 and 91 because your info is incomplete (there are some bytes which you've listed as 0 which are used in the game) and I'm not really in a ROM hacking mood to try and figure them out right now (just woke up)

I remember having tried to figure out 57 a while ago; it was a pain. Not sure if you might have more success.
Ninji

Boomboom
Why did my user title say I'm a toaster anyway
Level: 83


Posts: 440/1988
EXP: 5402263
For next: 29958

Since: 07-26-07
From: Rogueport

Since last post: 83 days
Last activity: 74 days

Posted on 07-21-09 09:31:21 AM Link | Quote
Originally posted by Hiccup
Thanks

no more sucess on coins so far

By the way treeki, are you going to close (delete)- http://treeki.shacknet.nu/nsmb/index.php

because nsmb2 has just posted today i found out that i can post aswell

and am i allowed to post on this thread about this?

maybe you should make a theads with the catorgories like on http://treeki.shacknet.nu/nsmb/index.php?m=board

If people want to post on a dead board and be morons, that's fine, I'll let them.

Originally posted by Hiccup on the NSMB board
I havent and shouldent all this fourm be deleted now we have moved back to july

It's already July. Besides, where did you get a time machine?
Tanks

360? Yessum.
Level: 115


Posts: 2939/4170
EXP: 16448259
For next: 363105

Since: 07-09-07
From: VA

Since last post: 4.0 years
Last activity: 4.0 years

Posted on 07-21-09 09:38:32 AM Link | Quote
Originally posted by Hiccup
Originally posted by Treeki
I've added 152 and 281.

Thanks

I haven't added 57 and 91 because your info is incomplete (there are some bytes which you've listed as 0 which are used in the game) and I'm not really in a ROM hacking mood to try and figure them out right now (just woke up)

I remember having tried to figure out 57 a while ago; it was a pain. Not sure if you might have more success.


By the way treeki, are you going to close (delete)- http://treeki.shacknet.nu/nsmb/index.php

because nsmb2 has just posted today i found out that i can post aswell

and am i allowed to post on this thread about this?

maybe you should make a theads with the catorgories like on http://treeki.shacknet.nu/nsmb/index.php?m=board


*sigh* This has nothing to do with the current conversation at all... ><

Hiccup, you've got one more day to straighten up and figure out how to post properly. The admins have already been notified. If you cannot learn to post an on subject post with proper English grammar... I don't think you'll last another day here. You're a promising NSMB hack Hiccup, but you need "grow a brain!"
MM200

Level: 109


Posts: 1295/3673
EXP: 13571940
For next: 387705

Since: 07-23-07


Since last post: 2.0 years
Last activity: 42 days

Posted on 07-21-09 12:55:17 PM Link | Quote
Looks like there's data missing from what I found some long while ago here...

Sprite #57 with Bit 3's X6 and X7 added in from Hiccup.

57 = Coins and Coins-In-Bubbles
Bit 3 = X0 to stand still, X1 for a single coin in a bubble going left, X2 for a spread of left to left-down bubbke coins, X3 for a loose coin. X6 flies right for no reason, X7 goes left on its own.
Bit 4 = Set to X1 to make Bit 3's X1 go down-left. X1 will also make Bit3's X3 go left. X2 makes it go right instead.

Sprite #117 might or might not be incomplete, don't remember which of the two it is..

117 = Red ? Block
Bit 3 = 1X to spawn at the midpoint.
Bit 4 = 2X for No horizontal movement 1X to fly in a circle...

Sprite #228, which if I recall only has this to set.

228 = Roulette Block
Bit 3 = Normally has a Blue Shell inside, but set this to X1 to make it a Mini-Mushroom.

Sprite #238. I remember very little, and this looks incomplete, so it's only here for examination.

238 = Purple Tilting Mushroom
Bit 3 = 0X Narrow, 1X Normal, 2X Wide, 3X Quite Wide

Requesting info as to why there's a default 1 for sprite #277.

Sprite #279. Without memory, this is kind of confusing...

279 = One-Way Door
Bit 3 = look at these
00-01 = Up, enter from L/R
02-03 = Down, enter from L/R
04-05 = Right, enter from Bottom/Top
06-07 = Left, enter from Bottom/Top

Sprite #290, in which Bit 1 is noted for some unknown reason. Maybe all items can be used as such?

290 = Flying ? Block whee
Bit 1 = Connected to this item
Bit 3 = Spawns an item... (00= Coin-- 01=Fire Flower -- 02=Star -- 03=1up -- 04=Orange ? Switch -- 05=P Switch -- 06=Red ! Switch -- 07=Vine with Mario on it??? )
Bit 4 = Path method. 0X = Wave -- 1X = Circular -- 2X = Up-Down -- X1 = Goes left

Now this one I am disappointed was not already on here. We discussed this sprite TWO MONTHS ago Treeki, why did you forget about it? (Sprite #298)

298 = Moving Stone Block
Bit 3 = Vertical width / Horizontal length.
Bit 4 = Distance to move (80 flip) / Speed to move at.
Bit 5 = Delay when it reaches start / Delay when it reaches...non-start.
Bit 6 = Set 10 for horizontal movement. X1(Top), X2(Bottom), X3(Top AND Bottom), X4(Right), X5(Left), X6(Right AND Left) are spikes.

I will just mention this about sprite #316...obviously not complete.

316 = Water Foreground A
Bit 4 = changes how well it moves with the level.(80 matches level movement)

...and there you have it.
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 92/727
EXP: 1082810
For next: 1030

Since: 05-19-09


Since last post: 9 days
Last activity: 18 hours

Posted on 07-21-09 02:39:26 PM (last edited by Hiccup at 07-28-09 08:29 AM) Link | Quote

Sprite 124 is an unused Giant Fire Spitting Pirana Plant

and
Sprite 270 looks like to me the bits of a green pipe that appear when mega mario has smashed them
i'm not sure, i dont think theres any point or use of this sprite.
Maybe this sprite is activated when a pipe is smashed.

And Some More Sprite Data

26: Left Facing Pirana Plant
00 00 0F 00 00 00
Set F to 1 for it to spit fire

25: Right Facing Pirana Plant
00 00 0F 00 00 00
Set F to 1 for it to spit fire

I think this is all the data for this sprite:

155: Warp to Level
Data: 0000 YE0X AVSS - Y = warp height (minus 1), X = warp width (minus 1), E = destination entrance, A = destination area, V = Set to 1 if it will only warp if mario's climbing a vine, SS = Warp sound: 00 for pipe sound, 01 for no sound

I bet this is all completly useless but anyway:

144: Rotating Spiked ? Block
Data: 0000 0T00 0000 - T = type: 0 = coin, 1 = mushroom/flower, 2 = 1up, 3 = 1up, 4 = Same as 0 but makes a different sound, 5 = A mushroom that looks like it has just came out of your inventory, 6 = Same as 4, 7 = Coin,
8 = Coin, 9 = mushroom/flower, F = A flower that looks like it has just came out of your inventory,
E = mushroom/flower, A = Coin, B = Same as 5, C = Same as 4, D = Coin

Every Sprite Before Sprite 10 (9,8,7,6,5,4,3,2,1,) is the same as sprite 0

Sprite 43 is an unused chain chomp without a post (does not move around freeley though)

Sprite 83 is a ? block when you enter the screen a power up will pop out

Sprite 110 is a brick with a ! switch in (treeki i think you mentioned about this in the archived thread)

175 is a big block of bricks
the sprite data is:
00 00 00 00 00 S0
change S into 0=stretching, 1=stoped but when you go on top will go down 2=solid

another use for 168 is if you put 0B 00 20 00 FF 01 as the sprite data, when you reach the screen where it is you cannot go back to the previous screen

296 is a unused is a mini platform that looks like the line guides one that does not fall

Credit to gridatttack on youtube (http://www.youtube.com/user/gridatttack)

Pirahnaplant
Member
Level: 12


Posts: 8/27
EXP: 7755
For next: 166

Since: 05-14-09


Since last post: 6.0 years
Last activity: 3.0 years

Posted on 07-28-09 12:34:59 PM Link | Quote
Here are some more

73: Hanging platform 0000 TT00 0000 - TT=How far it will tilt (00=A lot, 01=Medium, 02=A little)

82: Spinning Square Platform ID00 00SS CC00 - ID=Matching Activator ID. SS=Set to 01 for Spin then stop, 02 for tilt when you stand on it, CC=Set to 01 for clockwise rotation

86: Spinning Triangle Platform = Same as 82

88: Brick with P-Switch ID00 00MM UU00 - ID=Event to activate when switch is hit. MM=Set to 01 to allow the switch to be hit multiple times. UU=Unknown, maybe how long to stay on.

91: Moving platform on line ID00 UU00 WDIS - UU=Unknown, appears to do nothing and is only used in beta levels. W=Wait for Mario to move. D=Set to 1 to reverse direction at start. I=Unknown, seems to make them invisible if it isn't 0. S=Speed

108: Red ! Switch ID?? FFMM UUUU - ID=Matching activation ID. FF=Set to 01 to flip upside down. MM=Set to 01 to allow it to be hit multiple times. UU=Unknown
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 97/727
EXP: 1082810
For next: 1030

Since: 05-19-09


Since last post: 9 days
Last activity: 18 hours

Posted on 07-29-09 02:56:20 PM Link | Quote
Sprite 70 is a spinning platform that looks simmilar to those pink logs in 1-2 but they turn by themselfs there is a bit of sprite data for them:

00 00 0L 00 00 00

Set L to length: 0 = small, 1 = large,
Ehm
Member
Level: 46


Posts: 69/532
EXP: 675005
For next: 36769

Since: 06-13-09
From: Canada

Since last post: 119 days
Last activity: 77 days

Posted on 07-29-09 08:30:31 PM Link | Quote
what sprite number are those bouncy bricks o.0? And does anyone know the sprite data? There's apparently bouncy, cushion-like, and non-moving versions.
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 98/727
EXP: 1082810
For next: 1030

Since: 05-19-09


Since last post: 9 days
Last activity: 18 hours

Posted on 07-30-09 05:08:16 AM (last edited by Hiccup at 08-06-09 08:36 AM) Link | Quote
Originally posted by m64m
what sprite number are those bouncy bricks o.0? And does anyone know the sprite data? There's apparently bouncy, cushion-like, and non-moving versions.


Look above ive put it in my previous post but any way

00 00 00 00 00 S0
change S into 0=stretching by itself (bouncy), 1=stopped but when you go on top will sink down (cushion-like), 2=solid (non-moving)

ive updated that a bit from my previous post

Credit to gridatttack on youtube (http://www.youtube.com/user/gridatttack)

UPDATE: Sprite 255
You put it anywhere in the level and everywhere just above the bottom line of the view are loads of tropical plants that mario is behind

UPDATE: Sprite Data
155: Warp to Level
Data: 0000 YE0X AFSS - Y = warp height (minus 1),
X = warp width (minus 1),
E = destination entrance,
A = destination area,
F = Set to 1 if it will only warp if mario's climbing a vine - Set to 8 for normal warp with "fading screen transition", SS = Warp sound: 00 for pipe sound, 01 for no sound

Treeki are you going to add any of the sprite data that has been posted here to the list anytime soon

RPM
Member
Level: 13


Posts: 15/28
EXP: 8079
For next: 2188

Since: 08-04-09


Since last post: 7.0 years
Last activity: 7.0 years

Posted on 08-11-09 03:53:00 AM (last edited by RPM at 08-11-09 10:59 PM) Link | Quote
Update :

93: Arrow Sign
Data: 0000 DF0L 0S00 - Set D to direction (0 = west, 1 = southwest, 2 = south, 3 = southeast, 4 = east, 5 = northeast, 6 = north, 7 = northwest), set F to 1 to flip on the X axis, L for descrease level of the sign, S to 0 for big or 1 for small sign.




Update : Object 25 with sprite 88
it make a fake brick, you can see this is it, but when you walk on it, you catch the brick like a coin. great trap.
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 117/727
EXP: 1082810
For next: 1030

Since: 05-19-09


Since last post: 9 days
Last activity: 18 hours

Posted on 08-15-09 01:05:06 PM Link | Quote
Originally posted by RPM
Update :

93: Arrow Sign
Data: 0000 DF0L 0S00 - Set D to direction (0 = west, 1 = southwest, 2 = south, 3 = southeast, 4 = east, 5 = northeast, 6 = north, 7 = northwest), set F to 1 to flip on the X axis, L for descrease level of the sign, S to 0 for big or 1 for small sign.




Update : Object 25 with sprite 88
it make a fake brick, you can see this is it, but when you walk on it, you catch the brick like a coin. great trap.


25 with 88?

it make a fake brick, you can see this is it, but when you walk on it, you catch the brick like a coin. great trap?

sorry please say that again, im confused!
PSI Purple
Member
Level: 18


Posts: 18/60
EXP: 25506
For next: 4391

Since: 06-28-09
From: Onett, Eagleland

Since last post: 6.0 years
Last activity: 5.0 years

Posted on 08-15-09 01:47:20 PM Link | Quote
Originally posted by Hiccup
25 with 88?

it make a fake brick, you can see this is it, but when you walk on it, you catch the brick like a coin. great trap?

sorry please say that again, im confused!



I think he meant that it's a Brick Block that acts like a coin and that it can be a very great trap.
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 119/727
EXP: 1082810
For next: 1030

Since: 05-19-09


Since last post: 9 days
Last activity: 18 hours

Posted on 08-16-09 08:03:30 AM Link | Quote
sprite 25?, tile 25?, sprite 88?, tile 88?

i still dont know
Martboo48
User
Level: 9


Posts: 1/15
EXP: 3161
For next: 1

Since: 08-17-09


Since last post: 4.0 years
Last activity: 4.0 years

Posted on 08-17-09 03:46:43 AM Link | Quote
I´ve found some unused sprite data:

31 - Cheep cheep
00 00 02 00 00 00 = Acts like sprite 130, but it goes jumping onto the water.
00 00 03 00 00 00 = It doesn´t move (inside water)

37 - Spiny
00 00 00 03 00 00 = It goes faster

38 - Boo
00 00 01 00 00 00 = It goes faster

90 - Wiggler
00 00 01 00 00 00 = Makes it bigger. Acts like the smaller one

94 - Swooper
00 00 01 00 00 00 = Makes it bigger. Acts like the smaller one

130 - Jumping cheep-cheep
00 00 10 00 00 00 = Acts like the cheep-cheeps that appear with the cheep skipper (third world´s boss)

I´m not English so my English is not perfect but I think you can understand me
Pages: 1 2 3 4Next newer thread | Next older thread
Jul - NSMB Hacking (Archive) - Sprite Data Reference (Long) New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

37 database queries, 10 query cache hits.
Query execution time: 0.130299 seconds
Script execution time: 0.029680 seconds
Total render time: 0.159980 seconds