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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
34 151Red Coin Ring
Target ID: value at nybble 2-3. It can trigger anything, but it's usually used to trigger Red Coins.
Disable timer: checkbox at nybble 6 with mask 1
Shift 8 pixels right: checkbox at nybble 10 with mask 1. If set, the Red Ring will respawn if you change areas and come back.
Switch Tile States: list at nybble 7: 0=No,1=Like a P Switch,2=Like a ! Switch,4=Red Blocks only,5=Like a P Switch + Red Blocks,7=All switchable tiles. Switches the state of all two-state tiles; invisible blue coins appear, red coin outlines become collectable, red switch blocks become solid.
ID Activation mode: list at nybble 8: 0=During timer,2=After timer. Works only if Target ID is not equal to 0 and Disable timer is not set.
 KingYoshi (rev. 24)
41 265Bowser bridge switch (skull switch)
Target ID: value at nybble 2-3. Triggers Bowser, Dry Bowser and Giant Bowser falling animation.
Destroys bridge: list at nybble 11: 1=1 tile below switch,0=2 tiles below switch
 Shellbarbecue63 (rev. 13)
66 244P 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. By default, this switch will activate blue coins and turn coins into brick blocks and vice versa. Don't use this switch in combination with a tile god which creates blue coins; said blue coins' graphics will be glitched, so use blue coins objects instead.
Settings: list at nybble 4: 0=None,1=Falls,4=Loads at midway. 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.
Delay on multiple use: list at nybble 5: 0=Instantaneous (no delay),2=Short delay,3=Long delay,1=Very long delay. This will set how long the switch takes to pop up after the timer expires on a multiple-use switch.
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. 2 is unused.
Shift ½ block right: checkbox at nybble 10 with mask 1
Upside down: checkbox at nybble 11 with mask 1
 Bluey (rev. 21)
88 245Brick Block containing P 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,2=Unknown 2,3=Unknown 3,4=Loads at midway. 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.
Delay on multiple use: list at nybble 5: 0=Instantaneous (no delay),2=Short delay,3=Long delay,1=Very long delay,15=Unknown,6=Unknown 6. This will set how long the switch takes to pop up after the timer expires on a multiple use switch.
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.
 poudink (rev. 14)
101 20Event controller - view enter
Target ID: value at nybble 2-3. This event will be activated when the view loads.
Time activated: value at nybble 4-5. This value only works if switch mode is set to activate event, and sets a duration that the target ID will be activated for.
Switch mode: activates target: checkbox at nybble 10 with mask 1
Disable sprite: checkbox at nybble 11 with mask . Makes the sprite skip its function and delete itself. Unused in NSMBW.
 Hiccup (rev. 32)
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,2=Unknown 2,3=Unknown 3,4=Loads at midway. 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 A2. Value 3 is used in 3-Ghost House.
Delay on multiple use: list at nybble 5: 0=Instantaneous (no delay),2=Short delay,3=Long delay,1=Very long delay,15=Unknown,6=Unknown 6. This will set how long the switch takes to pop up after the timer expires on a multiple use switch. Value 6 is used in World 3-Ghost House. Value 15 is used in 2-3 A2.
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. 2 is used in 2-3 A2.
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. 62)
108 246! Switch
Triggering event ID: value at nybble 0-1
Target event ID: value at nybble 2-3. By default, this switch will turn yellow outlines into uncollectible golden coins and red outlines into red coins which act like golden coins; snake block tiles will be collectible as coins and the block-shaped outlines will turn into red blocks.
Settings: list at nybble 4: 0=None,1=Falls,4=Loads at midway
Delay on multiple use: list at nybble 5: 0=Instantaneous (no delay),2=Short delay,3=Long delay,1=Very long delay,15=Unknown
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
Asprok (rev. 28)
110 247Brick Block containing ! Switch (unused actor)
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,2=Unknown 2,3=Unknown 3,4=Loads at midway. 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.
Delay on multiple use: list at nybble 5: 0=Instantaneous (no delay),2=Short delay,3=Long delay,1=Very long delay,15=Unknown,6=Unknown 6. This will set how long the switch takes to pop up after the timer expires on a multiple use switch.
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.
 poudink (rev. 11)
152 86Event trigger block
Target ID: value at nybble 2-3
 MeroMero (rev. 8)
155 87Special exit controller (warp entrance)
Warp mode: list at nybble 7: 0=Set to this or to 8 if dest. is in another area,1=If climbing vine,3=Set to this or to 1 if dest. is in current area,8=Wavy transition
Destination area: value at nybble 6. Set to 0 when warping to the same area.
Destination entrance: value at nybble 11
Length: value at nybble 9
Height: value at nybble 10
Allows Mega Mario: checkbox at nybble 4 with mask 1
Trigger ID 1: value at nybble 2-3
Trigger ID 2: value at nybble 0-1. Use this ID fo the warp to activate with the ID, and then deactivate after being used.
Disable sound: checkbox at nybble 5 with mask 1. Disables sound if warping to other area but crashes if destination is in same area and "Set to this or to 8 if dest. is in another area" is selected.
 BL4ZED (rev. 28)
164 137Event controller - "AND" (If X AND Y, do Z)
Trigger ID 1: value at nybble 0-1
Trigger ID 2: value at nybble 4-5
Trigger ID 3: value at nybble 6-7
Trigger ID 4: value at nybble 8-9
Target ID: value at nybble 2-3
Usage Mode: list at nybble 10: 0=Single Use,1=Multi Use,2=Only while All Events are Active (this can be used again and again- also might need better wording. Determines, if and how often the relevant Event IDs will be triggered. Events with Values '0' (Single Use) or '1' (Multi Use) will keep their status, unless deactivated/reactivated manually.
Switch Mode: list at nybble 11: 0=Activates Target (Switches Event State),1=Deactivates Target (Switches Event State)
 Hiccup (rev. 32)
165 138Event controller - "OR" (If X OR Y, do Z)
Trigger ID 1: value at nybble 0-1
Trigger ID 2: value at nybble 4-5
Trigger ID 3: value at nybble 6-7
Trigger ID 4: value at nybble 8-9
Target ID: value at nybble 2-3. This sprite allows up to 4 inputs to trigger the same output ID. All input IDs must be set to relevant values. Do not leave any IDs as 0 - if you have less than four, you can enter the same ID into several spaces.
Usage Mode: list at nybble 10: 0=Single Use,1=Multi Use,2=Only while All Events are Active. How does 1 work?
Switch Mode: list at nybble 11: 0=Activates Target (Switches Event State),1=Deactivates Target (Switches Event State)
 Hiccup (rev. 21)
166 139Event controller - "RANDOM" (If X, do Y or Z)
Trigger ID: value at nybble 2-3. This event causes one of the four random IDs to trigger.
Random target ID 1: value at nybble 0-1
Random target ID 2: value at nybble 4-5
Random target ID 3: value at nybble 6-7
Random target ID 4: value at nybble 8-9
Usage mode: value at nybble 10. Determines, if and how often the relevant Event IDs will be triggered. Events with Values '0' (Single Use) or '1' (Multi Use) will keep their status, unless deactivated/reactivated manually.
Switch mode: list at nybble 11: 0=Activates target,1=Deactivates target
 Hiccup (rev. 29)
167 140Event controller - chainer (If X, do Y)
Trigger ID: value at nybble 0-1. When this event ID is activated, the target event ID will be activated or deactivated (depending on the mode).
Target ID: value at nybble 2-3. When activated, this event ID will be switched (activated or deactivated), depending on the chosen mode. Note: Deactivating a deactivated event will activate it. Activating an already activated event will deactivate it.
Activation delay: value at nybble 4-5. 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. Info: A Value of 6 is approximately 1 tick (1 second on the game's clock).
Disable sprite: checkbox at nybble 7 with mask . Does nothing/self destructs.
Usage mode: list at nybble 10: 0=Single use,1=Multiple use,2=Only while
Switch mode: list at nybble 11: 0=Activates target,1=Deactivates target
 Hiccup (rev. 41)
168 141Event controller - "IF" (uses zones)
Target ID: value at nybble 2-3. This event ID will be activated when the specified conditions are met.
Player zone ID: value at nybble 4-5. Set to 255 to make it watch everywhere for Mario to meet the condition.
Enemies zone ID: value at nybble 6-7. Set to 255 to make it watch everywhere for enemies to be defeated.
Required player power-up: list at nybble 8: 0=Any,1=No power-up,2=Super Mushroom,3=Fire Flower,4=Mega Mushroom,5=Mini Mushroom,6=Blue Shell,7=Starman. Event will only be triggered if Mario's power-up matches the specified, or this is set to 0.
Required player action: list at nybble 9: 0=None,1=Touching ground,2=In air,3=On vine. 0 - event is only triggered if a player is inside the Mario location. 1 - event is only triggered if a player is touching the ground while inside the Mario location. 2 - the event is only triggered if a player is jumping or otherwise not touching the ground inside the Mario location. Measurements always correspond to Mario's feet (lowest pixel).
Usage mode: list at nybble 10: 0="Single use",1="Multiple use",2="Only while". 0 - event is only triggered once, when the Mario status and enemy status are satisfied. 1 - event is triggered each time the Mario status and enemy status are satisfied, but does not revert to the opposite state unless forced to by another controller. 2 - event is only triggered while Mario status and enemy status are satisfied.
Switch mode: list at nybble 11: 0=Activates target (switches event state),1=Deactivates target (switches event state). If this option is set to "Deactivates target", the activation modes will be reversed; for example, activation mode 2 will deactivate the event while you're touching the zone, and reactivate it when you leave. Note on locations for enemies that have "Deactivates target" set: The opposite effect of the controller becomes active, when Mario gets close enough to the sprite (to load it into memory). The opposite effect of the controller is always active, though. The event is deactivated while the enemy enemy of the location is alive, and will reactivate when it dies. As stated before, this special behaviour is only valid for enemy-'deactivated' locations.
 Hiccup (rev. 48)
197 206Tile Creator/Destroyer (Tile God)
Trigger ID 1: value at nybble 2-3
Trigger ID 2: value at nybble 0-1
Length: value at nybble 10. 0 and 1 are the same: 1 block.
Height: value at nybble 11. Ditto.
Block type: list at nybble 8: 0=Red block,1=Brick block,2=Blue coin,3=Stone block,4=Wood block,5=Nothing,6=Right facing red pipe top edge,7=Broken red pipe top right edge,15=Used block. If you destroy a tile with 3 (blue coin), it will destroy the tile with no shards. (8 through 14 are duplicates of previous options.))
Pattern: list at nybble 7: 0=Solid,1=Checkerboard,2=Reverse checkerboard. All other than 0 (solid) are unused.
Effect/action: list at nybble 9: 0=Off/destroy first,1=On/create first
Permanent: checkbox at nybble 4 with mask . If this is checked it will not react to the event turning off.
 Shellbarbecue63 (rev. 21)
235 67Star Coin
Target ID: value at nybble 0-1
Unknown 2-3: value at nybble 2-3. Defunct Target ID? Used in some levels uselessly.
Non-timed event: checkbox at nybble 6 with mask
Unknown 7: value at nybble 7
Behind fence: checkbox at nybble 8 with mask 1
Number: list at nybble 9: 0=Star Coin-1,1=Star Coin-2,2=Star Coin-3
Shift ½ block right: checkbox at nybble 10 with mask 1
Shift ½ block down: checkbox at nybble 11 with mask 1
 Hiccup (rev. 25)
286 142Event controller - multi-chainer (if X, do Y through Z)
Starter ID: value at nybble 0-1. The activator will start running when this event ID is triggered.
Finisher ID: value at nybble 2-3. The activator will trigger all events from the start event ID to this event ID. If 0, the sprite will trigger every single event from the starting from the starter ID. This may need testing, though.
Delay: value at nybble 4-5
Usage mode: list at nybble 10: 0=One time use,1=Multiple use,2=Reset after use
 Hiccup (rev. 16)
290 260Flying ? Block
Item: list at nybble 11: 0=Coin,1=Mushroom/flower,2=Starman,3=1UP,4=? switch,5=P-switch,6=Red ! switch,7=Vine with Mario clone,8=Mini mushroom. Spawned switches are multiple use and physics-affected. "Vine with Mario clone" doesn't work with Luigi.
Starting position: list at nybble 9: 0=Left,1=Right
Looping pattern: list at nybble 6: 0=Fly off screen,1=Center of loop,2=Edge of loop
Flying pattern: list at nybble 8: 0=16 tile,1=Forward 4/back 8,2=Stay in place
Gets pointed to by Phantom Hands: list at nybble 4: 1=Yes,0=No
Phantom Hand ID: value at nybble 7. Pointing hands only.
Trigger ID: value at nybble 0-1. Switch appears when on (but only appears after emptying it out of the block).
Target ID: value at nybble 2-3. Switches ID on when switch pressed.
Clone Settings: value at nybble 5. See nybble 7 of Actor 21
 BL4ZED (rev. 20)
291 243Brick Block containing ? Switch
Trigger 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 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.
 poudink (rev. 16)
292 263Event Activated Door
Input ID: value at nybble 2-3
Dest. area: value at nybble 9
Dest. entrance: value at nybble 10-11
 Dirbaio (rev. 1)