Uncategorized Platforms and ropes Event controllers Bosses and cutscenes Camera controllers Useless sprites Effects and decorations Other Enemies - Overground Enemies - Underground Enemies - Water Enemies - Snow Enemies - Fire Enemies - Castle Enemies - Ghost House Enemies - Desert - - - - - - - - - - - - - - - - - - - - Event controller - view enter Activates an event when the view is loaded - used in NSMBW. Crash Sprite This makes the level crash. It is used in the unused levels, probably a leftover. It tries to load the player actor. Defunct? All it has are the destructor and constructor. So completely useless. Pipe Piranha Plant (facing up) ==Unused behaviours== - Can be defeated by Drill Stomp Needs to be placed on top of a [solid?]tile to work. /enemy/v_pakkun.nsbmd Pipe Piranha Plant (facing down) /enemy/v_pakkun.nsbmd Pipe Piranha Plant (facing right) /enemy/v_pakkun.nsbmd Pipe Piranha Plant (facing left) /enemy/v_pakkun.nsbmd - Cheep Cheep Benjamin: I do remember other values existing, but I haven't tested them in a while, so I don't remember. /enemy/pukupuku.nsbmd Big Cheep Cheep Unused behaviours: - Can be defeated by ground pound for 200pts, with no effect [may be default behaviour] /enemy/big_pukupuku.nsbmd Coin trail Cheep Cheep /enemy/pukupuku.nsbmd - - MvsL Battle Star /obj/I_star_red_ncg.bin /obj/I_enemy256_ncl.bin - Bob-omb A walking bomb. /enemy/bombhei.nsbca /enemy/bombhei.nsbmd Goal Pole's flag AKA Flagpole Flag /enemy/all_goal_flag.nsbmd [may be unused] /enemy/all_goal_flagR.nsbmd (all_goal_flagRed) [may be unused] /enemy/obj_goal_flag.nsbmd (object_goal_flag)[may be unused] /enemy/obj_goal_flagR.nsbmd (object_goal_flagRed) [may be unused] Thwomp /enemy/dossun.nsbmd /enemy/dossun.nsbtp /enemy/dossy.nsbca Big Thwomp /enemy/dossun.nsbmd /enemy/dossun.nsbtp Lakitu (unused sprite) This sprite spawns Lakitu once. Once it's killed, it will not respawn. If you want it to respawn, use sprite Lakitu Spawner (183) instead. If Sprite Set 5:1 (Bullet Bill/Bob-omb) isn't enabled, the game will freeze when lakitu tries to display the Spiny egg model. Spiny Spawned by Lakithunder with data of: 00 00 00 00 90 01 /enemy/paipo.nsbmd /enemy/togezo.nsbmd /enemy/togezo_shell.nsbmd Boo This sprite will freeze and remain frozen indefinitely if placed in a view with music that includes a "bahp" note, such as music IDs 1A and 63. /obj/I_teresa256_ncg.bin /obj/I_enemy_B_ncl.bin /obj/I_enemy_W_ncl.bin /obj/I_enemy_R_ncl.bin /obj/I_enemy_ncl.bin Balloon Boo /enemy/balloon_teresa.nsbmd Monty Tank /enemy/body_1.nsbmd /enemy/body_2.nsbmd /enemy/body_3.nsbmd /enemy/choropu.nsbmd /enemy/tire.nsbmd Chain Chomp The code has a line that crashes the game on purpose if the nybble is set to 2+. If you comment it out it seems to work fine except freeing the Chain Chomps crashes the game for an unknown reason. Also crashes in VS mode. /enemy/w_pile.nsbtx (chain chomp's log) /enemy/wanwan.nsbmd (chain chomp) /enemy/wanwan_chain.nsbmd (chain chomp's chain) No-log Chain Chomp (unused sprite) Possibly spawned by sprite 42 (Chain Chomp attached to log). /enemy/wanwan.nsbmd /enemy/wanwan_chain.nsbmd Fire Snake (unused) Flip fence /enemy/I_waku_s.nsbmd (SOMETHING_frame_small) /enemy/I_kurowaku.nsbmd Big flip fence /enemy/I_kaiten_ami.nsbmd /enemy/I_kaiten_ami.nsbtx Zoom Technically the documentation for this sprite is complete, just confusing, there is a suggestion of a visual representation of the sprites effects to make it easier to understand: http://nsmbhd.net/thread/1566-visual-representation-of-sprites-84-and-245-suggestion/#23062 Here are the heights you get with each width: 24 width - 18 height Aquatic bubble current (up) This sprite is prone to self-duplication. /obj/l_awa_ncg.bin Aquatic bubble current (down) Setting both input IDs to zero will make the bubbles always run. /obj/l_awa_ncg.bin Aquatic bubble current (right) /obj/l_awa_ncg.bin Aquatic bubble current (left) /obj/l_awa_ncg.bin Buzzy Beetle enemy/met_body.nsbmd enemy/met_shell.nsbmd Dry Bones Ignores water. /enemy/karon_body.nsbmd /enemy/karon_head.nsbmd Big Dry Bones /enemy/karon_body.nsbmd /enemy/karon_head.nsbmd Lava Bubble Use to be known as Podoboo, back in the days of Super Mario Bros. Goes back and forth from sprite position and lava. /obj/I_bubble256.bin Bullet Bill spawner /enemy/killer.nsmbd Lakitu spawner Spawns Lakitu (40). The lakitu spawns if Mario is inside Lakitu inside the Zone. If Lakitu is killed, it is respawned. If Mario exits the Zone, Lakitu despawns. If Sprite Set 5:1 (Bullet Bill/Bob-omb) isn't enabled, the game will freeze when Lakitu tries to display the Spiny egg model. /enemy/jugem_body.nsmbd /enemy/jugem_cloud.nsmbd Cheep Cheep random spawner Let spawn random generated Cheep Cheep in the selected Zone. /enemy/pukupuku.nsbmd Sushi spawner (shark spawner) Mega Ground Pound's sky drops improver Only increase the CHANCE to drop Goombas when Groundpounding. Scuttlebug spawner /enemy/gasagoso.nsbmd Enemy-in-Pipe Generator Uses sound set 8 for Bob-ombs Fire Bar /enemy/firebar1.nsbmd Coin This is an actor version of the coin. Because it is an actor, you can do more things with it. Star Coin AKA: NSMB2 internal actor name = CollectionCoin /enemy/coin.nsbmd (uncollected) /enemy/blie_coin.nsbmd (collected) Hammer Bro. Make sure to put 2 levels of ground at the location of the Hammer Bro, or he will glitch and fall in to the ground. Does not have: - Any (or at least not any working-) nybbles/values that change the jumping AI, like there are in NSMBW. /enemy/hammer_bros.nsbmd /enemy/I_hanmmer.nsbmd Hammer Bro. from map /enemy/hammer_bros.nsbmd /enemy/I_hanmmer.nsbmd Sledge Bro. Can destroy smashable (question mark/brick/wood/stone/used) blocks. /enemy/himan.nsbmd - - Whomp Seems to have unused ceiling detection. /enemy/battan.nsbmd Sushi (shark) Officially known as Sushi This sprite makes a shark enemy that goes left and right. Useful if you want to make a Shark enemy without generators. This sprite might get spawned in-game by its generator (or it's a class ID). /enemy/hojiro.nsbmd Unagi (eel) This sprite will not spawn if none of the values are checked. Officially known as the 'Unagi'. /enemy/moray.nsbmd Big Unagi /enemy/morray_big.nsbmd Arrow signboard /enemy/yajirusi_l.nsbmd /enemy/yajirusi_r.nsbmd - Dorrie If end path node is not set, Dorrie will keep going back and forth between last two nodes. Set end as value 1 in unknown 6. Using value 256 in unknown 3 will lower Dorrie's head. 512 will raise it again. Set this at each node you want a change or it will continue from last node setting. /enemy/dossy.nsbmd Red Coin Skeeter (Water Bug) /enemy/bakudan.nsbmd /enemy/bomb_menbo.nsbmd Platform Block (expandable block) /obj/A_block_ncg.bin ([SOMETHING]_block_[SOMETHING].[SOMETHING]) Goomba /obj/I_kuribo256_ncg.bin Paragoomba Unused behaviours: - Has ceiling detection [may be used] - Has water interaction [may be used, or Goomba leftover] /obj/I_kuribo256_ncg.bin Mini Goomba Unused behaviours: - Jumps with the music like goombas do [may be goomba leftover] /I_kuribo256_ncg.bin /I_enemy_ncl.bin Event trigger block Can only be activated by jump-from-below or Ground Pound. Switches an event on, then when hit again; off, then when hit again; on....etc /obj/A_block_ncg.bin Special exit controller (warp entrance) AKA: Reggie! Name = Special Exit Controller NSMB2 internal actor name = NextGotoBlock The actor will apparently delete itself after use and it will only re-spawn if you go to another area and back. Could be worked around by using multiple warps. Untested if event activation can undelete the actor. Fire Bro. /enemy/hammer_bros.nsbmd /obj/I_fireball_ncg.bin /obj/I_enemy_ncl.bin Boomerang Bro. /enemy/hammer_bros.nsbmd /enemy/boomerang.nsbmd Swooper A bat. /enemy/basabasa.nsbmd /enemy/basabasa_wait.nsbmd Snailicorn /enemy/donketu.nsbmd Falling coin Todo: maximum amount of coins in air before slowdown + max in air before crash Boss Key Presumably spawned by boss(related) actors. /enemy/koopa_key.nsbmd Koopa Troopa If you want to change colors in the Koopa Troopa's pallette, open 'I_enemy_B_ncl.bin', because that's the palette which belongs to it. When you edit the colors with 'I_enemy_W_ncl' for example, nothing will change in NSMB. /obj/I_nokonoko256_ncg.bin /obj/I_enemy_B_ncl.bin Koopa Paratroopa Unused behaviours: - Has water behaviour when Direction is set to Jumping [may be used, or koopa leftover] /obj/I_nokonoko256_ncg.bin /obj/I_enemy_B_ncl.bin If you want to change colors in the Koopa Troopa's pallette, open 'I_enemy_B_ncl.bin', because that's the palette which belongs to it. When you edit the colors with 'I_enemy_W_ncl' for example, nothing will change in NSMB. Climbing Koopa /enemy/net_nokonoko.nsbmd - Pokey A tall cactus enemy. Unused behaviours: - Can be defeated by Drill Stomp /enemy/sanbo_body.nsbmd /enemy/sanbo_head.nsbmd Grounded Piranha Plant Unused behaviours: - Can be defeated by Drill Stomp /enemy/pakkun.nsbmd Big Grounded Piranha Plant Unused behaviours: - Can be defeated by Drill Stomp Grounded Fire Piranha Plant Unused behaviours: - Can be defeated by Drill Stomp /enemy/v_pakkun.nsbmd [wrong?] Large grounded Fire Piranha Plant (unused actor) Unused. Used in NSMBWii. Unused behaviours: - Can be defeated by Drill Stomp Spiked Ball /enemy/iron_ball.nsbmd Event controller - activates Spiked Ball when touched by Snake Block Activates a Spiked Ball when a Snake Block pass over it. Unused Purple Mushroom Platform lift (tilt while stepped on, slower) Unused. Tilts slower than used purple tilting mushroom. Fits perfectly with the stalk object in the snow with ice tileset (Hiccup: Is this not true for the other one?) /enemy/I_kinoko_ashib_s.nsbtx Fire Snake /enemy/f_body.nsbmd /enemy/f_snake.nsbmd Flame Chomp spawner Spawns a Flame Chomp with actor data of: 00 00 00 00 00 00 /enemy/keronpa.nsbmd /enemy/keronpa_body.nsbmd - - Amp /enemy/bilikyu.nsbmd /enemy/elec.nsbmd Wiggler /enemy/body01.nsbmd /enemy/body02.nsbmd /enemy/body03.nsbmd /enemy/body04.nsbmd /enemy/head.nsbmd /enemy/t_body01.nsbmd /enemy/t_body02.nsbmd /enemy/t_body03.nsbmd /enemy/t_body04.nsbmd /enemy/t_head.nsbmd Cheep Chomp /enemy/bakubaku.nsbmd Bowser Jr. Values 3 and 4 are not used at all. Value 5 is used internally by the game in W8 Final Castle area 3. Value 7 is used in W8 Tower 1 area 2 (only in the European, Korean and Chinese roms). Test the unknowns :P I know for a fact that there is something that determines if Bowser Jr. will have collision to certain sprites like the drawbridge. Has weird interactions between values. /enemy/koopa_jr.nsbmd Castle boss controller Princess Peach /enemy/peach.nsbmd Final Bowser controller Spawns Bowser Jr. and Big Bowser. See those sprites for more info. /enemy/pot.nsbmd Scuttlebug A spider. /enemy/gasagoso.nsbmd Moneybag /enemy/gamaguchi.nsbmd Petey Piranha /enemy/boss_packun.nsbmd Broozer The punching ghost, that can break the same blocks as Mega-Mario and Bob-ombs can. It's sound effects are in the ghost house music. /enemy/crasher.nsbmd - - Roof Spiny /enemy/paipo.nsbmd /enemy/togezo.nsbmd /enemy/togezo_shell.nsbmd Underwater bounce bubble If it is ground pounded it will be destroyed, which is a unused behaviour. /enemy/W_awa.nsbmd Arrow sign /obj/I_dokan_yajirushi_ncg.bin (object/SOMETHING_earthen pipe_arrow) Squiggler A caterpillar that is smaller than the Wiggler. Crawls slowly on all sides of a surface. /enemy/I_wakaba.nsbmd /enemy/wakaba.nsbmd /enemy/wakaba_yoko.nsbmd /sound_data.sdat/SeqArc/SAR_ENEMY_02_SE_EMY_WAKABA_APP Splunkin (pumpkin) A walking pumpkin. /enemy/kabochan.nsbmd Mummipokey /enemy/I_sandoboss_ishi.nsbmd /enemy/I_sandobossjimen.nsbmd /enemy/sand_worm.nsbmd Lakithunder A thunder-y Lakitu boss. /enemy/thunder_jugem.nsbmd Ball 'n' Chain AKA: Flail, pendulum... /enemy/I_tekkyu.nsbmd Bowser - Can start moving without being activated in some circumstances [desmume glitch?] - After roaring it allows Mario to move after boss activator makes him stop. /enemy/koopa_new.nsbmd Dry Bowser /enemy/bonekoopa.nsbmd Big Bowser (unused sprite) Spawned by Final Bowser controller Game crashes after roaring animation if used anywhere other than World 8 Final Castle Area 3. Toadsworth /enemy/kinoji.nsbmd Cheepskipper /enemy/bosspuku.nsbmd Jumping Cheep Cheep Funny (but useful) Glitch: If you put a Green Cheep Cheep on the same screen as one of these, it becomes green! Event controller - "AND" (If X AND Y, do Z) This sprite works by allowing up to 4 input IDs to be required to activate a single output. All input IDs must be set to a relevant value. Do not leave any as '0' - if you have less than four, you can enter the same ID into several spaces. Event controller - "OR" (If X OR Y, do Z) Event controller - "RANDOM" (If X, do Y or Z) This Event Controller can cause one of the four random IDs to trigger, if a relevant Event ID has been activated. You do not have to use all four Random ID slots, and you can use the same ID on multiple slots. Example: A in ID1 A in ID2 B in ID3. 2/3 chance of A, 1/3 chance of B. Event controller - chainer (If X, do Y) This event controller links two events together. If the first event ID is triggered, then the second event ID will be activated/deactivated, depending on the mode. It's also possible to define a delay time. If the delay is set to 0, the event will be activated instantly. If not, it will wait a specific amount of time before activating. Event controller - "IF" (uses zones) This event controller can activate a target event ID, if either a player touches a predefined location and/or specified enemies are defated. There are many additional settings for this controller that can tweak its behaviour, for example requiring Mario to have a specific power-up status, or requiring him to be inside a location instead of just touching it. Setting up the controller to deactivate the event ID instead of activating it, will also swap the effect of the controller, requiring Mario to leave a predefined location or to clear a predefined location from all enemies to trigger the event. Note that unlike NSMBW, only enemy "life" status is watched, not their position. The zone is used to select sprites placed in the editor that should be watched. Event controller - multi-chainer (if X, do Y through Z) Blooper /enemy/gesso.nsbmd Blooper Nanny (unused actor 144) "Only someone with direct access to the database can proceed this modification : Class ID is actually 144, not 2 !" /enemy/gesso.nsbmd Blooper Nanny that spawns Baby Bloopers /enemy/gesso.nsbmd - Spike Top A beetle with a spike on its head, that crawls slowly on all sides of a surface. Unused behaviours: - Can be defeated by Drill Stomp [may be spiny leftover?] /enemy/toge_met_body.nsbmd toge means horn (as in spike on an animal) Crowber /enemy/crow.nsbmd /enemy/crow.nsbca Kab-omb /enemy/hanabi.nsbmd Spike Bass (unused sprite) Red Ring A.k.a. “Red Coin Ring”. Note: "obj_e3_ring.nsbmd" cannot be opened with NSMBe, for fix this problem, see this tutorial: http://nsmbhd.net/thread/3250-fixing-already-opened-files-tutorial/ /enemy/obj_e3_ring.nsbmd Phantom Hand (Pointing hand) Points at connected Winged ? Blocks. Also points to Unused Invisible Podoboos without connections. /enemy/finger.nsbmd Invisible Lava Bubble (unused actor) - It is an invisible fireball that moves left and right from its position - Phantom Hands will point to the invisible fireball location. It in the Class Hierachy after the Phantom Hand and it is after the Phantom Hand in the actors and in the sprites. It is also in the same sprite set as the Phantom Hand, and has the same prefix as the Phantom Hand in the Class Hierachy (2291). - Phantom Hands ignore Flying ? Blocks they are linked to, when there is an Invisible Fire Bubble in the view. - It will show when you get hurt by it. It then pauses and moves a few pixels left and right, before continuing its normal movement. - Being invincible or huge does not kill it, but you do not get hurt by it and it does not show when you touch it while invincible/huge. - It is invulnerable to the player's fireballs, the shell attack and throwing shells at it. - Uses the same graphics as the normal Fire Bubble. - It has the collision type that enemies use. /obj/I_bubble256.bin Crowber spawner Snow Spike /enemy/gabon.nsbmd - Spike Bass spawner Spawns a Spike Bass into onscreen actor-based liquid if the player is in the zone. Test: multiple onscreen liquids. /enemy/togepuku.nsbmd Ckeckpoint - vertical /enemy/s_flag.nsbmd Checkpoint (midway point) The midway point. The ID of the Start position needs to be configured in the View's settings. /enemy/s_flag.nsbmd - Lift moving up and down /enemy/n_lift.nsbtx (normal_lift) Lift moving left and right /enemy/n_lift.nsbtx (normal_lift) Lift moving left and right (unused actor 163) Same settings as Actor 162. Does it differ in any way? /enemy/n_lift.nsbtx Rotating log lift /enemy/r_lift_L.nsbmd (rotate_lift_Large) /enemy/r_lift_S.nsbmd (rotate_lift_Small) Stone wall moving up and down /enemy/z_lift.nsbtx ([SOMETHING]_lift) Stone wall moving left and right (actor 166) /enemy/z_lift.nsbtx ([SOMETHING]_lift) Stone wall moving left and right (actor 167) Exact duplicate of used horizontal moving stone block. Same settings as Actor 166. /enemy/z_lift.nsbtx ([SOMETHING]_lift) Stone wall moving left & right or up & down /enemy/I_TEST_toge_l.nsbtx /enemy/I_TEST_toge_r.nsbtx /enemy/I_TEST_togeshita.nsbtx /enemy/I_TEST_togeue.nsbtx /enemy/z_lift.nsbtx Wobbly metal lift /enemy/W_rift.nsbmd (SOMETHING_LIFT) possibly: W_kusari.nsbmd ([SOMETHING]_[SOMETHING]) (might be for something else) Wobble Rock /enemy/balanceA.nsbmd (ballanceSOMETHING) Seesaw lift A.K.A * See-saw Platform /enemy/seesaw.nsbmd Scale lift /enemy/n_lift.nsbtx (normal_lift) /enemy/n_lift_line.nsbtx (normal_lift_line) /enemy/s_pulley.nsbmd (scale_pulley) Flimsy Lift (falls once touched) /enemy/n_lift.nsbtx Lift moving one way once stood on /enemy/n_lift.nsbtx (normal_lift) Three platform rickshaw lift (rotates in place by self) /enemy/kuruma3_L.nsbmd [wheel/rickshaw_3_Large) /enemy/kuruma3_S.nsbmd (wheel/rickshaw_3_Small) /enemy/kuruma_lift.nsbtx (wheel/rickshaw_lift) - Lift spawner /enemy/n_lift.nsbtx (normal_lift) - Rotating rectangle lift 'Stick to line' option is unused. /enemy/rect_lift.nsbmd Rotating triangle lift "Only someone with direct access to the database can procede this modification : Class ID is actually 180, not 6 !" /enemy/tri_lift.nsbmd (triangle_lift) Rotating square lift /enemy/square_lift.nsbmd Track-controlled lift You can't make it longer, so try putting two beside each other without "Wait for Mario" checked. /enemy/n_lift_line.nsbtx (normal_lift_line) Four platform rickshaw lift /enemy/kuruma4.nsbmd /enemy/kuruma_lift.nsbtx Swinging/able pole /enemy/W_negi.nsbmd /enemy/W_bou.nsbtx Large Spiked Ball /enemy/big_iron_ball.nsbmd Big four platform rickshaw lift (rotates on spot by self) /enemy/A_jiku.nsbmd /enemy/wheel_lift.nsbtx Ground-pound panel Needs a ground-pound to be able to pass from top. Is jump-through from bottom. Bump from below platform (Mario Bros. style platform) /enemy/I_m_yuka.nsbtx ([SOMETHING]_[SOMETHING]_floor) /enemy/I_m_yuka_hidari.nsbtx ([SOMETHING]_[SOMETHING]_floor_left) /enemy/I_m_yuka_migi.nsbtx ([SOMETHING]_[SOMETHING]_floor_right) Mushroom Platform lift (tilting and bobbing) A basic mushroom platform, where Mario/Luigi can stand. There is unused stuff like moving when stood on (huh? -Hiccup). 7 is the maximum height that works with sprite data. If you want it to be longer, set it to 7 and then use a mushroom stalk object in the tileset to make the mushroom's stalk height look higher. This mushroom can be either red or green. /enemy/I_kinoko_ashiba.nsbtx /enemy/I_kinoko_ashiba2.nsbtx /enemy/I_kinoko_kuki.nsbtx /enemy/I_kinoko_kuki_l.nsbtx /enemy/I_kinoko_kuki_s.nsbtx /enemy/I_kinoko_kuki_sl.nsbtx Purple Mushroom Platform lift (tilt while stepped on) /enemy/I_kinoko_ashib_s.nsbtx Yellow/Orange Mushroom Platform lift (Rising/descending while stepped on) Has the same data as sprite 312. /enemy/I_kinoko_ashib2u.nsbtx /enemy/I_kinoko_ashib_u.nsbtx /enemy/I_kinoko_kuki_u.nsbtx Rise or lower while/once on Mushroom Platform lift - mechanical Has the same data as sprite 239. Any code differences other than the obvious? /enemy/I_kinoko_ashib3u.nsbtx [this must be wrong] /enemy/I_kinoko_kuki_u3.nsbtx Blue Mushroom Platform (Expanding/contracting) /enemy/I_kinoko_ashib_y.nsbtx /enemy/I_kinoko_kuki_y.nsbtx /enemy/I_kinoko_kuki_yl.nsbtx Bouncy Mushroom Platform No problems with underwater players bouncing on it, but doesn't appear to have special underwater behaviour. /enemy/I_kinoko_ashib_t.nsbtx /enemy/I_kinoko_kuki_t.nsbtx /enemy/I_kinoko_kuki_tl.nsbtx Mushroom Platform lift (Moving, tilting & bobbing) Moves to the right until it hits a wall, then goes left, until it hits a wall, ect This mushroom can be either red or green. /enemy/I_kinoko_ashiba.nsbtx /enemy/I_kinoko_ashiba2.nsbtx /enemy/I_kinoko_kuki.nsbtx /enemy/I_kinoko_kuki_l.nsbtx /enemy/I_kinoko_kuki_s.nsbtx /enemy/I_kinoko_kuki_sl.nsbtx Swinging/able rope Swinging/able vine Requires BOTH sprite sets "Vine" and "Rope". If not, it crashes. /enemy/W_tuta.nsbmd ([SOMETHING]_[ivy/vine]) Balance lift Stops moving when it gets near to the top of the view. /enemy/b_lift.nsbtx (balance lift) Groundpound-able ghost house goo We have not files for textures and models, so it looks like incomplete ~Super-toad 65 Sinking-snow pile Length of 0 makes the game crash! /enemy/I_yuki_yuka.nsbtx Squishy cloud platform This squishes under Mario's feet. There is an unused (except off screen) tile version in the tileset "Sky (World 7)". /enemy/l_kumo.nsbtx Pipe Cannon /polygon_unit/I_dokan.nsbtx (SOMETHING_earthen pipe) - Corked Pipe + foot pump /enemy/obj_bellows.nsbmd /enemy/obj_cork.nsbmd - Tile creator/destroyer (Tile god) To change what this can spawn, swap tiles around in map16. Ghost house goo Floating barrel /enemy/barrel.nsbmd Track-controlled wall-jump lift /enemy/obj_lift_block.nsbtx (object_lift_block) Rotating carry-through-wall turntable-like lift /enemy/W_turntable.nsbmd Smashed pipe sprite The effect will activate every time you get to the point were you can see the sprite. This sprite gets spawned in-game every time you break a pipe as mega Mario. This is only the case for a certain data. NOTE: There was sprite data controlling the size, color and behavior. Must investigate. http://board.dirbaio.net/thread.php?id=353 Please check here. Snowy branch /enemy/I_mominoki_eda.nsbmd /enemy/I_mominoki_eda2.nsbmd /enemy/I_mominoki_yuki2.nsbmd /enemy/I_mominoki_yuki3.nsbmd Flipper (one-way gate) /enemy/W_ben.nsbmd ([SOMETHING]_[SOMETHING]) /enemy/W_ben01.nsbmd ([SOMETHING]_[SOMETHING]_01) Snake Block It owns sudden mind to decimate unspecified substantial tiles amidst lures way. (It destroys any solid tiles it moves over.) The sprite spawns the green block tile in jyotyu map16. Don't give it diagonal directions or it will go wrong. /BG_*/*jyotyu* Haunted lift /enemy/savage_lift.nsbmd Spike Pillar - down enemy/I_TEST_kui.nsbmd Spike Pillar - up enemy/I_TEST_kui.nsbmd Spike Pillar - left enemy/I_TEST_kui.nsbmd Spike Pillar - right enemy/I_TEST_kui.nsbmd Fast Spike Pillar - Down Falling Spike enemy/I_TEST_kui.nsbmd Fast Spike Pillar - Up enemy/I_TEST_kui.nsbmd Fast Spike Pillar - Left enemy/I_TEST_kui.nsbmd Fast Spike Pillar - Right enemy/I_TEST_kui.nsbmd Giant Wiggler Todo: test path values and other nybbles Tweester (Tornado) This tornado, may or may not be the same thing as a Tweester. Slings you up in the air, after which you can Drill Stomp. /enemy/sand_tornado.nsbmd Whirlpool /enemy/waterland_uzu.nsbmd (Dire Dire Docks_whirlpool) [ported from SM64DS] Floating log /enemy/W_maruta.nsbmd Swinging lift (pendulum-like) /enemy/swing.nsbmd Defunct Drawbridge lift /enemy/d_bridge.nsbtx (draw_bridge) Swelling ground /enemy/I_suna.nsbtx (SOMETHING_sand) Tightrope Usable underwater, but may glitch if the rope part of the sprite is allowed to touch a solid tile while Mario/Luigi walks or stands on it. /enemy/rope.nsbtx /enemy/rope_end.nsbmd Bouncy bricks (Unused) It is glitchy with Mini Mario, he just falls through when it wobbles. You can work around this by putting a solid underneath it. NOTES: The texture inside puyo_lift.nsbtx is sampletex2. This 'sampletex2' suggests the sprite was for testing or the texture was temorary. It's texture has full beta bricks animation. The sprite only uses one frame of the animation. /enemy/puyo_lift.nsbtx (jelly_lift) Burner (Small) /enemy/burner1x3.nsbmd /enemy/fire_cannon.nsbmd Burner /enemy/burner1x6.nsbmd /enemy/fire_cannon.nsbmd - Trampoline (portable springboard) An item used to make Mario jump higher. Can be carried by Mario. Objects can push it (but only in later versions?). Bounces the player up by 6 tiles (11 if mini). The big version bounces the player up by 18 tiles (29 if mini). The pickup hitbox for the giant springboard is far too large and extends even above it, which makes you pick it up if you're holding B and don't press A in time when springing off it. (hitbox information & text: skawo) /enemy/jump_step.nsbmd - Mega Goomba /enemy/kuribo.nsbmd Self-activating block Brick/? block that activates when spawned. Used by the game when ? block is hit. Work in progress. Fields in here were translated from single nibble flipping. Please contribute by figuring out what the different combinations of sprite data do. Post your findings here: http://board.dirbaio.net/thread.php?id=244 Nibbles 6-7 with AA makes a dud block spawn something weird. 00 00 00 00 00 00 - ? Switch ==Boss notes== * When sprite set 16 is set to any of the boss sets, the switch timer plays over the BG music, like in the Mega Goomba boss battle and with Red Rings. Though P Switches and ! Switches are silent with a boss sound set. * If the ? switch is absent in a Mega Goomba boss battle, the game freezes upon taking the key on a real NDS (not on DeSmuME though). Results are the same every time, if no ? switch is present, the game will freeze upon generation of the key (not even a brick block with ? switch will work). If there are more than 1 ? switch, the game will check for the leftmost switch first, then the bottommost if there are 2 or more switches on the same X coordinate, the one to fulfill this condition is the one to pop. [Source: Sharks] /obj/I_switch_ncg.bin /obj/I_enemy_ncl.bin /obj/I_enemy_B_ncl.bin /obj/I_enemy_W_ncl.bin /obj/I_enemy_R_ncl.bin Brick Block containing ? Switch See ? Switch. P Switch See ? Switch /obj/I_switch_ncg.bin Brick Block containing P Switch TODO: Move spritedata from ? switch to here. ! Switch See ? Switch /obj/I_switch_ncg.bin Brick Block containing ! Switch (unused actor) See ? Switch Bill Blaster (Bullet Bill launcher) Sprite set: 5-1 /enemy/I_killer_ashiba.nsbmd (SOMETHING_killer_scaffold) /enemy/I_killer_black.nsbmd /enemy/I_killer_houdai.nsbmd (SOMETHING_killer_battery) /enemy/killer.nsmbd Banzai Bill Blaster Sprite set: 5-1 /enemy/mag_killer.nsbmd /enemy/magnum_battery.nsbmd /enemy/magnum_battery2.nsbmd Hanging bouncing ? block /enemy/I_hatena_normal.nsbmd (SOMETHING_question_normal) Spiked ? Block (unused actor 251) Spiked ? Block /BG_ncl/d_2d_A_J_jyotyu_B_ncl.bin /BG_ncl/d_2d_A_J_jyotyu_ncl.bin /BG_ncl/d_2d_A_J_jyotyu_R_ncl.bin /BG_ncl/d_2d_A_J_jyotyu_W_ncl.bin /obj/A_block_ncg.bin Spiked ? Block (unused actor 253) Spin Block Random notes: - When the player is fully submerged in water, they can only use the spin block when ducking, and even then, it just propels the swimming player upward - not putting them into "spinning mode". When the player reaches the surface (if there is one), they stop going up. /enemy/spin_obj.nsbmd (spin_object) Spin Block (unused Actor 255) Not complete because: Unknown values, unknown use Won't appear if Sprite 95 is not in immediate vicinity. /enemy/spin_obj.nsbmd Spin Block (unused Actor 256) Not complete because: Unknown values, unknown use Won't appear if Sprite 95 is not in immediate vicinity. /enemy/spin_obj.nsbmd Roulette Block /BG_ncl/d_2d_A_J_jyotyu_B_ncl.bin /BG_ncl/d_2d_A_J_jyotyu_ncl.bin /BG_ncl/d_2d_A_J_jyotyu_R_ncl.bin /BG_ncl/d_2d_A_J_jyotyu_W_ncl.bin /obj/A_block_hahen_ncg.bin Hanging ? Block These hanging blocks were used in W-4 Ghost House. /enemy/I_hatena_normal2.nsbmd Blockhopper A value of 5 (which is unused) for nybble 9 will yield different results for each region : US : Starman JP : Flower EU : Mini-mushroom KS : Blue shell CH : Mushroom/flower /enemy/gorem_body.nsbmd /enemy/gorem_head.nsbmd /enemy/gorem_head1.nsbmd Flying ? Block enemy/pata_block.nsbmd this nsbmd contains red and gold flying blocks + wings sprites: 117 and 290 Map Flying ? Block Moves slowly if in water. /enemy/pata_block.nsbmd This NSBMD contains red and gold flying blocks + wings sprites: 117 and 290 Bill Blaster Turret (Direction changing Bullet Bill launcher) First checkboxes are bottom cannons. /enemy/killer.nsmbd Event Activated Door Toad House block Bowser bridge switch (skull switch) /obj/I_switch_ncg.bin /obj/I-enemy256_ncl.bin /obj/I-enemy_B_ncl.bin /obj/I-enemy_ncl_ncg.bin /obj/I-enemy_R_ncg.bin /obj/I-enemy_W_ncg.bin label3 - 4 label3 - 6 Boss Key Location If the boss is defeated, the Boss Battle Key falls on the place where you placed this sprite. If else it falls in a default place? /enemy/koopa_key.nsbmd - Respawnable Hidden Block Respawns when destroyed. Warp Cannon Note: "w_cannon.nsbmd" cannot be opened with NSMBe, for fix this problem, see this tutorial: http://nsmbhd.net/thread/3250-fixing-already-opened-files-tutorial/ /enemy/w_cannon.nsbmd Camera vertical scrolling ? (unused actor) Vertical camera offset (unused actor) (Discoverd that it does something: Hiccup) (Spritedata/purpose: Sharks) If Mario/Luigi is inside the AOE (Area of Effect) of this actor, the camera will go up by HH pixels, camera will scroll down back once Mario/Luigi leaves the horizontal boundary specified by the value L. 0 Stick to bottom length activator left The DS screen is 12 tiles high. When this is used as a top limit, it will control the tiles below the icon. As a bottom limit, it controls tiles above. 0 Stick to bottom length activator right The DS screen is 12 tiles high. When this is used as a top limit, it will control the tiles below the icon. As a bottom limit, it controls tiles above. This sprite is used to center the screen. In air vertical scroll stop left In air vertical scroll stop right Auto-scrolling controller ==Old== This sprite have to use together with paths. Unknown 1 is for speed. It should be divisible by 8. Unknown 3 maybe acceleration from former node's speed to this node's speed. And I've found some interesting formula: x=98k/y. Where k is a amount of pixel being passed within x mario's second. And y is the value you entered in unknown 1. It relates together. But it might not always work. It may have something to do with unknown 3 too... Calculation example: let say you want a sprite to move camera up 4 tiles within 16 mario sec.. Your formula is x=98k/y. As 4 tiles=64 pixels. Substitute it, then you have to multiply it with 98. 98x64=6272. And subtitute x with 16. Then 16=6272/y. And solve it to find y. After you got y, you insert that number into unknown 1. And test it in the emu, does 4 tiles are passed within 16 mario sec. or not? But I think it does. Remember unknown 3 ? 0. Sometimes the time don't have to be whole number. Also, I think the position where the sprite is first recognized by the game will determine the camera movement along the path. (Camera movement to the right , left, or straightly of the path) And there're some nybbles controlling how the sprite will act; wait for Mario to come near then scroll or scroll immediately when recognized. I don't know which, but it does have. That's all I've found. :) Hope this help! Scroll and Mario stop sideways Remember, the DS screen is 16 tiles wide. Make sure you allow for the full width of the screen or you camera will scroll shaky. Using X coordinates, numerically these should be 15 tiles apart. This sprite, along with 198/199, doesn't always work. Try moving 276s up or down if they don't work. Sprite must be placed at the bottom of the limit. Height is counted from the sprite position up. When using retro scroll horizontal, you have to select "stop from scrolling left". These can be passed through using a connected pipe. Water There is no way to make water only appear in a zone; like in NSMBW, but you can emulate this with the unused water tiles (which has its limitations) or by quickly rising the water when you enter an area and lowering it when you exit it (with the event controllers). /enemy/suimen_texanim1.nsbtx Lava See Water /enemy/yogan_texanim1.nsbtx Jungle FG Effect (Unused Actor) * The width of the effect is 15 blocks right from the sprite's place and height is 3 blocks down from the sprite's place and i.e. it is 16x4. The image is repeated sideways * The effect is above most things. * Only the first sprite placed defines the where the effect is located. * The X position of the sprite does not affect the X or Y position of the effect. The Y position does affect the Y position of the effect. /polygon_unit/W_junglekusa_10.nsbtx Poisoned Water See Water /enemy/doku_texanim1.nsbtx Horizontal camera offset You must set values for right and below tiles distances to activate. These are just like zones, the tiles are coordinates of activation. Setting either setting to zero will not give Mario an area to activate the sprite. The default game lag is 2 tiles. This is in addition to that lag. This will shift Mario's center to one side or the other. Camera will not return to normal until re-entering sprite zone. So far, at least until more data is found. Touching ground vertical scroll stop left This sprite seems to disable all other camera sprites when activated. It also changed horizontal scrolling...I think. Touching ground vertical scroll stop right This sprite seems to disable all other camera sprites when activated. Final Castle Create Loop Final Castle Wrong Path Fog FG effect Has the same data as sprites 315, 324 and 325. /polygon_unit/evf_haze1.nsbtx Cloud FG effect Has the same data as sprites 310, 324 and 325. /polygon_unit/evf_cloud1.nsbtx Water FG effect 1 Has the same data as sprites 311, 313, 314, 317, 318, 319, 320, 321 and 322. /polygon_unit/evf_sea1_a.nsbtx Water FG effect 2 Has the same data as sprites 311, 313, 314, 316, 318, 319, 320, 321 and 322. /polygon_unit/evf_sea1_b.nsbtx Snow FG effect 1 Has the same data as sprites 313, 314, 316, 317, 318, 319, 320, 321 and 322. /polygon_unit/evf_snow1_a.nsbtx Snow FG effect 2 Has the same data as sprites 311, 314, 316, 317, 318, 319, 320, 321 and 322. /polygon_unit/evf_snow1_b.nsbtx Snow FG effect 3 Has the same data as sprites 311, 313, 316, 317, 318, 319, 320, 321 and 322. /polygon_unit/evf_snow1_c.nsbtx Fire FG effect 1 Has the same data as sprites 311, 313, 314, 316, 317, 319, 320, 321 and 322. /polygon_unit/evf_spark1_a.nsbtx Fire FG effect 2 Has the same data as sprites 311, 313, 314, 316, 317, 318, 320, 321 and 322. /polygon_unit/evf_spark1_b.nsbtx Fire FG effect 3 Has the same data as sprites 311, 313, 314, 316, 317, 318, 319, 321 and 322. /polygon_unit/evf_spark1_c.nsbtx Light FG Effect 1 Has the same data as sprites 311, 313, 314, 316, 317, 318, 319, 320 and 322. /polygon_unit/evf_tree1_a.nsbtx Light FG Effect 2 Has the same data as sprites 311, 313, 314, 316, 317, 318, 319, 320 and 321. /polygon_unit/evf_tree1_b.nsbtx Grassland Clouds FG effect Has the same data as sprites 310, 315 and 325. /polygon_unit/evf_tcloud1_a.nsbtx Small Grassland Clouds FG effect Has the same data as sprites 310, 315 and 324. Direction: list at nybble 4: 0=Left-down,1=Left-up,2=Right-down,3=Right-up Opacity: value at nybble 5-6. Modulo 32. 0 is transparent, 30 is almost opaque, 31 is completely red. Mixed shift: value at nybble 7. Shift horizontally and vertically. Horizontal scrolling: value at nybble 8. 0 is the slowest, 15 is the fastest. Vertical scrolling: value at nybble 9. 0 is the slowest, 15 is the fastest. Horizontal speed: value at nybble 10. 0 is the slowest, 15 is the fastest. Vertical speed: value at nybble 11. 0 is the slowest, 15 is the fastest. /polygon_unit/evf_tcloud1_b.nsbtx Seaweed /enemy/obj_wakame.nsbmd (object_seaweed) - - - - - - - - - - - - - - - - - - - - - - - Nothing