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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
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)