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Welcome to the Sprite DB! Here you will find information on how to use any sprite in NSMB.
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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
292
32
2


The above bar needs more green. HELP US MAKE IT HAPPEN! NOW!
ID Class ID Name Last edited by
231 278Water
Trigger ID 1: value at nybble 2-3. On ID 2 the water will rise, but have to be activated again with a stop command to lower.
Trigger ID 2: value at nybble 0-1. On ID 1 the water will rise then lower. (This is wrong, Hiccup thinks[E version])
Water lowering's delay: value at nybble 4. Any value other than 0 will override both Input IDs.
Water rising's delay: value at nybble 5. Any value other than 0 will override both Input IDs.
Opacity: value at nybble 6-7. Modulo 32. 0 is transparent. 31 has the highest opacity. Does not do anything or does not exist for Lava and Poison Water.
Tiles to move: value at nybble 8-9
Speed: value at nybble 10-11. Modulo 128. If lower than 128 then the water will rise, if greater or equal than 128 the water will lower. Lowering water does not work properly. If you want lowering water, rise it with a enter-view event, then "unrise" it or get the code hack that fixes the problem.
 Hiccup (rev. 18)