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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

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 326 total
304
20
2


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ID Class ID Name Last edited by
35 116Final Bowser controller Hiccup (rev. 13)
37 40Spiny
Spawn as: list at nybble 11: 0=Default,1=Spiny Ball,2=Shell,3=Upside-down shell
Faster: checkbox at nybble 9 with mask 1. Unused.
Unknown 8: value at nybble 8. Used internally by Lakithunder.
 Hiccup (rev. 15)
44 46Fire Snake (unused Actor 46) Hiccup (rev. 16)
62 133Big Bowser (unused sprite)
Bridge ID: value at nybble 0-1. Set to 2 when spawned by Final Bowser controller
Unknown 11: checkbox at nybble 11 with mask 1. Used when spawned by Final Bowser controller
 Hiccup (rev. 20)
83 240Self-activating block
Unknown 4: list at nybble 4: 0=No modification,1=Throw item right,2=Dud block,9=Throw item left
Unknown 5: checkbox at nybble 5 with mask 1
Start with dud block: checkbox at nybble 6 with mask 8
Item goes to touch screen: checkbox at nybble 7 with mask 15
Item overlap when spawned: checkbox at nybble 8 with mask 1
Unknown 9: list at nybble 9: 0=No modification,1=Throw item right,4=Item falls/throw item if on solid,15=Item spawns like touchscreen
Unknown 10: list at nybble 10: 0=No modification,1=Dud block,2=Brick spawn item,3=Brick into dud block,4=Block disappear item goes up,5=Block disappear,6=? Block disappear item go down,7=Block disappear 2,8=Nibble value in sprite 31,9=Dud block 2,11=Dud block 3,12=10 coin brick + item,13=10 coin brick,14=static Coin + item going down,15=Static Coin
Item type: list at nybble 11: 0=Mushroom/Fire Flower,1=Starman,2=Coin,3=Poof?,4=2 Coins?,5=Mega Mushroom,6=Mushroom,7=1-Up,8=Mushroom 2,9=Fire Flower,10=Vine,11=Blue Shell,12=Mushroom 3,13=Spring,14=Mushroom 4,15=No Item?. Having Raw Sprite Data 00 00 00 00 0F 59 is mini mushroom for some reason.
 KingYoshi (rev. 6)
100 271Vertical camera offset (unused actor)
Activate the sprite from: list at nybble 4: 0=Below,1=Above
Length: value at nybble 9. From 0 to 15. Sprite position is always the leftmost tile.
Height: value at nybble 10-11. From 0 to 255. If Height is set for example at 60, Mario will have to jump 60 pixels above the sprite's AOE for said effect to take place.
 Hiccup (rev. 20)
107 242? Switch
Triggering event ID: value at nybble 0-1. If not set, the switch will always show. If set, the switch will only show while this event ID is activated. Slightly buggy if used with multiple use as the switch will pop back up immediately, which looks a bit strange and also causes Mario to be pushed into the air. No "real" glitch.
Target event ID: value at nybble 2-3
Settings: list at nybble 4: 0=None,1=Falls,4=Loads at midway,2=Unknown [see note]. If 1, the switch will be movable by environment stuff, such as dropping down when bricks below it are destroyed, or riding along a conveyor belt. If 4, the switch will only show if the level has been started from a midway point. Value 2 is used in 2-3, it may have something to do with the target ID.
Delay on multiple use: list at nybble 5: 0=Instantaneous (no delay),2=Short delay,3=Long delay,1=Very long delay,15=Unknown. [Check this nybble]. This will set how long the switch takes to pop up after the timer expires on a multiple use switch. Value 15 may have something to do with the timer. Maybe it pops up just after target ID is deactivated after activation with timer?
Non-timed event: checkbox at nybble 6 with mask 1
Switch mode: list at nybble 8: 0=Activates target (switches event state),1=Deactivates target (switches event state)
Usage mode: list at nybble 9: 0=Single use,1=Multiple use,2=Unknown
Shift ½ block right: checkbox at nybble 10 with mask 1
Upside down: checkbox at nybble 11 with mask 1. If this is checked, the switch will be facing down. Upside down switches cannot fall.
 Hiccup (rev. 50)
169 255Spin Block (unused Actor 255)
Trigger ID: value at nybble 2-3
Unknown 8: value at nybble 8. Used in-game. Doesn't do anything notable.
Unknown 9: value at nybble 9. Used in-game. Doesn't do anything notable.
 MeroMero (rev. 22)
171 256Spin Block (unused Actor 256)
Trigger ID: value at nybble 2-3
Unknown 8: value at nybble 8. Used in-game. Doesn't do anything notable.
Unknown 9: value at nybble 9. Used in-game. Doesn't do anything notable.
 MeroMero (rev. 28)
203 105Unused Purple Mushroom Platform lift (tilt while stepped on, slower)
Width: value at nybble 10
 KingYoshi (rev. 17)
218 276Auto-scrolling controller
Path ID: value at nybble 10-11. Sets the path the camera will follow while scrolling. Unknown 1 of the first node is target speed and and unknown 3 is something to do with time.
Loads from?: list at nybble 7: 0=Midway Point,1=Unknown 1,2=Level Start. 1 is unused.
Scrolling direction: list at nybble 9: 0=Vertical,1=Horizontal
Starting node: value at nybble 4-5
Start from both Midway and Level Start: checkbox at nybble 6 with mask 8
 Hiccup (rev. 40)
220 113Bowser Jr.
Fireball immunity: checkbox at nybble 3-4 with mask 17. Unused.
Battle mode: list at nybble 5: 0=Tower battle,1=Final boss battle. Unused in sprite. If final boss battle is chosen, Bowser Jr. will have the same "death" as in the final boss battle.
Unknown 7: checkbox at nybble 7 with mask 1. Used in-game. Has something to do with Bowser Jr. running behavior. Mandatory if you plan to use the Invisible behaviour.
Speed progression: list at nybble 9: 0=Slow-slow-med,1=Slow-med-med,2=Slow-med-fast
Behaviour: list at nybble 10: 2=Normal,1=Normal (jumping),0=With mask,3=With mask (jumping),11=Normal (invisible),12=Unstompable,14=Unstompable (invisible). 11, 12 and 14 are unused.
Doesn't manipulate camera: checkbox at nybble 11 with mask 1. Normally Bowser Jr. changes the camera if player moves out of the small area around him.
 MarioKart7z (rev. 45)
238 190Purple Mushroom Platform lift (tilt while stepped on)
Length: value at nybble 10
Unknown value 11: value at nybble 11
 KingYoshi (rev. 9)
248 42Balloon Boo
Stays in Zone: checkbox at nybble 7 with mask 1
Zone ID: value at nybble 8-9
Trigger ID 1: value at nybble 2-3. When waiting to be triggered, the area below Balloon Boo hurts Mario. You can't see anything there, but the game sees it as part of the sprite. When you activate the input ID, the area goes away, and Balloon Boo goes into a weird (unused or just glitchy?) state [in E version].
Trigger ID 2: value at nybble 0-1
Behaviour: list at nybble 10: 0=Default,1=Acts like a Boo. Unused, the Balloon Boo will act exactly like an original Boo, but the hitbox will be glitchy, so it is not generally recommended for use.
 MarioKart7z (rev. 18)
266 153Invisible Lava Bubble (unused actor) MarioKart7z (rev. 16)
269 224Giant Wiggler
Path ID: value at nybble 11
 Hiccup (rev. 7)
276 277Scroll and Mario stop sideways
Retro scroll: list at nybble 4: 0=None,1=Horizontal ,2=Vertical
Tile height up: value at nybble 9-10. You can calculate by map Y coordinates.
Direction: list at nybble 11: 0=Stop from scrolling right,1=Stop from scrolling left
 Hiccup (rev. 5)
278 199Groundpound-able ghost house goo
Length: value at nybble 11
Height: value at nybble 10
 MarioKart7z (rev. 6)
293 283Touching ground vertical scroll stop left
Type: list at nybble 4: 0=Bottom limit,1=Top limit
Visible Y pix. past: value at nybble 10-11. Pixels able to be seen past limit.
Disable Y pix. past: value at nybble 8-9. Can only be set to a max of 31 pixels. Past that move the sprite.
 Hiccup (rev. 2)
294 284Touching ground vertical scroll stop right
Type: list at nybble 4: 0=Bottom limit,1=Top limit
Visible Y pix. past: value at nybble 10-11. Pixels able to be seen past limit.
Disable Y pix. past: value at nybble 8-9. Can only be set to a max of 31 pixels. Past that move the sprite.
luckwii (rev. 0)