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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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ID Class ID Name Last edited by
27 248Bill 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.
Mariorrt (rev. 29)
28 35Bob-omb
Behaviour: 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 37Thwomp
Unknown 11: value at nybble 11. Cancelled out by the code, as far as I noticed.
 Bluey (rev. 16)
53 55Dry Bones Hiccup (rev. 3)
55 58Bullet Bill spawner
Shooting 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 73Whomp
Doesn't move: checkbox at nybble 10 with mask 1
Bigger: checkbox at nybble 11 with mask 1
 MeroMero (rev. 7)
102 103Spiked Ball
Direction: 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 110Amp
Shift 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 234Burner (Small)
Direction: list at nybble 11: 0=Right,1=Left,2=Up,3=Down
 Hiccup (rev. 10)
115 185Giant Spiked Ball
Direction: 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 235Burner
Direction: list at nybble 11: 0=Right,1=Left,2=Up,3=Down
 Hiccup (rev. 18)
180 96Climbing Koopa
Walking 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 56Super Dry BonesPyroPodoboo (rev. 5)
194 38Super Thwomp
Unknown 11: value at nybble 11. Unused. Cancelled out by the code, as far as I noticed.
PyroPodoboo (rev. 10)
241 262Bill 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 249Banzai Bill Blaster
Shooting 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 220Fast Spike Pillar - Down
Speed: 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 221Fast Spike Pillar - Up
Speed: 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 222Fast Spike Pillar - Left
Speed: 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 223Fast Spike Pillar - Right
Speed: 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 130Ball 'n' Chain
Rotation: 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 216Spike Pillar - down
Speed: 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 217Spike Pillar - up
Speed: 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 218Spike Pillar - left
Speed: 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 219Spike Pillar - right
Speed: 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)