| 27 | 248 | Bill Blaster (Bullet Bill launcher)Shooting direction: list at nybble 9: 1=Left,2=Right,0=Both | Height: value at nybble 10. A height of 9 or more will make the Bill Blaster invisible if the 8 bottommost tiles disappear from view, but still retains collision. | Unknown 8: value at nybble 8. Was used by Nintendo devs, somehow as a copy of Nybble 10, but is apparently never called at all, needs testing. Doesn't seem to affect spawned Bullet Bills settings. | Unknown 11: value at nybble 11. is stored by the game for ulterior use but seems to never be called, still needs testing. Doesn't seem to affect spawned Bullet Bills settings. |
| Hiccup (rev. 27) |
| 28 | 35 | Bob-ombBehaviour: list at nybble 4: 0=Default,4=Pipe generator,2=Self-destructs (240 frames),8=Self-destructs (241 frames). 8 is used by ones thrown out of the Monty Tank. | Pipe generator direction: list at nybble 11: 0=Up,1=Down,2=Left,3=Right |
| Hiccup (rev. 28) |
| 36 | 37 | ThwompUnknown 11: value at nybble 11. Cancelled out by the code, as far as I noticed. |
| Bluey (rev. 16) |
| 53 | 55 | Dry Bones | Hiccup (rev. 3) |
| 55 | 58 | Bullet Bill spawnerShooting behaviour: list at nybble 11: 0=Doesn't spawn,1=Fires at Mario,2=Fire from sprite placement. 2=Fires from sprite vertical placement. Horizontal placement will always be to the right of the screen. | Maximum random up-shift: value at nybble 10. 0=1. The Bullet Bill, upon spawning, will shift up from a range of pixels between 1 and the value specified. | Enable Zone ID check: checkbox at nybble 7 with mask 1. It seems like this must be enabled. | Zone ID: value at nybble 8-9. Spawns from the right edge of screen when player is in zone. |
| Hiccup (rev. 22) |
| 64 | 73 | WhompDoesn't move: checkbox at nybble 10 with mask 1 | Bigger: checkbox at nybble 11 with mask 1 |
| MeroMero (rev. 7) |
| 102 | 103 | Spiked BallDirection: list at nybble 9-10: 0=Left,1=Right,2=Towards player,16=Towards player - from right of them only,17=Towards player - from left of them only | Speed: list at nybble 11: 0=Slope only,1=60 pixels/sec,2=90 pixels/sec,3=120 pixels/sec | Bounce on walls faster: checkbox at nybble 8 with mask 1 | Destroyer ID 1: value at nybble 2-3. The spiked ball won't spawn while the ID is activated. 0=disable | Destroyer ID 2: value at nybble 0-1. This one will have no effect if Destroyer ID 1 is equal to 0. | Spiked Ball ID: value at nybble 7. For use with Spiked Ball Activator (46) |
| Hiccup (rev. 24) |
| 109 | 110 | AmpShift position: list at nybble 10: 0=None,1=½ block right,2=½ block down,3=½ block right and down | Behind fence: checkbox at nybble 11 with mask 1 |
| Bluey (rev. 11) |
| 114 | 234 | Burner (Small)Direction: list at nybble 11: 0=Right,1=Left,2=Up,3=Down |
| Hiccup (rev. 10) |
| 115 | 185 | Giant Spiked BallDirection: list at nybble 9-10: 0=Left,1=Right,2=Towards player,16=Towards player from right only,17=Towards player from left only | Speed: list at nybble 11: 0=Slope only,1=60 pixels/sec,2=90 pixels/sec,3=120 pixels/sec | Bounce on walls faster: checkbox at nybble 8 with mask 1. If set to true when it collides with a wall it will roll the other direction. | Destroyer ID 1: value at nybble 2-3. The spiked ball won't spawn while the ID is activated. 0=disable | Destroyer ID 2: value at nybble 0-1. This one will have no effect if Destroyer ID 1 is equal to 0. |
| PyroPodoboo (rev. 22) |
| 118 | 235 | BurnerDirection: list at nybble 11: 0=Right,1=Left,2=Up,3=Down |
| Hiccup (rev. 18) |
| 180 | 96 | Climbing KoopaWalking direction: list at nybble 10: 0=Horizontal,1=Vertical | Fence position: list at nybble 9: 0=In front,1=Behind | Faster: checkbox at nybble 8 with mask 1 | Color: list at nybble 11: 0=Green,1=Red |
| MeroMero (rev. 9) |
| 193 | 56 | Super Dry Bones | PyroPodoboo (rev. 5) |
| 194 | 38 | Super ThwompUnknown 11: value at nybble 11. Unused. Cancelled out by the code, as far as I noticed. |
| PyroPodoboo (rev. 10) |
| 241 | 262 | Bill Blaster Turret (Direction changing Bullet Bill launcher)Empty spots: binary editor at nybble 8-9. individual bits indicate empty spots | Cannons to flip: binary editor at nybble 10-11. individual bits indicate flipped cannons | Height: value at nybble 7. Height is 1 + (N7 mod 8) | Delayed firing: checkbox at nybble 4 with mask 1. Unused. |
| Hiccup (rev. 10) |
| 252 | 249 | Banzai Bill BlasterShooting direction: list at nybble 9: 1=Left,2=Right,0=Both. 1 and 2 are unused. | Unknown (11): value at nybble 11. Stored by the game for ulterior use but seems to never be called, still needs testing. |
| Hiccup (rev. 9) |
| 260 | 220 | Fast Spike Pillar - DownSpeed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest | Start: list at nybble 5: 0=Forward,2=Backward,8=With delay | Distance: list at nybble 6: 1=7 tiles,3=10 tiles,2=14 tiles,0=16 tiles. Time travel is the same no matter the distance. | Forward delay: value at nybble 7-8. 60 frames = 1 second. | Backward delay: value at nybble 10-11. 60 frames = 1 second. |
| Hiccup (rev. 8) |
| 261 | 221 | Fast Spike Pillar - UpSpeed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest | Start: list at nybble 5: 0=Forward,2=Backward,8=With delay | Distance: list at nybble 6: 1=7 tiles,3=10 tiles,2=14 tiles,0=16 tiles. Time travel is the same no matter the distance. | Forward delay: value at nybble 7-8. 60 frames = 1 second. | Backward delay: value at nybble 10-11. 60 frames = 1 second. |
| Hiccup (rev. 7) |
| 262 | 222 | Fast Spike Pillar - LeftSpeed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest | Start: list at nybble 5: 0=Forward,2=Backward,8=With delay | Distance: list at nybble 6: 1=7 tiles,3=10 tiles,2=14 tiles,0=16 tiles. Time travel is the same no matter the distance. | Forward delay: value at nybble 7-8. 60 frames = 1 second. | Backward delay: value at nybble 10-11. 60 frames = 1 second. |
| Hiccup (rev. 5) |
| 263 | 223 | Fast Spike Pillar - RightSpeed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest | Start: list at nybble 5: 0=Forward,2=Backward,8=With delay | Distance: list at nybble 6: 1=7 tiles,3=10 tiles,2=14 tiles,0=16 tiles. Time travel is the same no matter the distance. | Forward delay: value at nybble 7-8. 60 frames = 1 second. | Backward delay: value at nybble 10-11. 60 frames = 1 second. |
| Hiccup (rev. 6) |
| 303 | 130 | Ball 'n' ChainRotation: list at nybble 10: 0=Counterclockwise,1=Clockwise | Starting position: list at nybble 11: 0=Right,1=Up,2=Left,3=Down |
| MeroMero (rev. 11) |
| 304 | 216 | Spike Pillar - downSpeed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest | Start: list at nybble 5: 0=Forward,2=Backward,8=Forward with delay | Forward delay: value at nybble 6-8. 60 frames = 1 second. | Backward delay: value at nybble 9-11. 60 frames = 1 second. |
| Hiccup (rev. 9) |
| 307 | 217 | Spike Pillar - upSpeed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest | Start: list at nybble 5: 0=Forward,2=Backward,8=Forward with delay | Forward delay: value at nybble 6-8. 60 frames = 1 second. | Backward delay: value at nybble 9-11. 60 frames = 1 second. |
| Hiccup (rev. 7) |
| 308 | 218 | Spike Pillar - leftSpeed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest | Start: list at nybble 5: 0=Forward,2=Backward,8=Forward with delay | Forward delay: value at nybble 6-8. 60 frames = 1 second. | Backward delay: value at nybble 9-11. 60 frames = 1 second. |
| Hiccup (rev. 6) |
| 309 | 219 | Spike Pillar - rightSpeed: list at nybble 4: 3=Doesn't move,2=Slowest,0=Medium,1=Fastest | Start: list at nybble 5: 0=Forward,2=Backward,8=Forward with delay | Forward delay: value at nybble 6-8. 60 frames = 1 second. | Backward delay: value at nybble 9-11. 60 frames = 1 second. |
| Hiccup (rev. 6) |