Sprites
Sprites are any entity that interacts with Mario (standard), shoots regular sprites (shooters), and starts a behaviour in the level (generators). This page contains normal sprites, but there is also extended, minor extended, cluster, overworld, bounce, smoke, score, coin, player, and quake.
ID | Name | Type and GFX page | Notes |
---|---|---|---|
00 | Green Koopa Troopa without shell | Standard (GFX00/01) | |
01 | Red Koopa Troopa without shell | Standard (GFX00/01) | |
02 | Blue Koopa Troopa without shell | Standard (GFX00/01) | |
03 | Yellow Koopa Troopa without shell | Standard (GFX00/01) | |
04 | Green Koopa Troopa | Standard (GFX00/01) | |
05 | Red Koopa Troopa | Standard (GFX00/01) | |
06 | Blue Koopa Troopa | Standard (GFX00/01) | |
07 | Yellow Koopa Troopa | Standard (GFX00/01) | |
08 | Green Koopa Troopa flying left | Standard (GFX00/01) | |
09 | Green Koopa Troopa bouncing | Standard (GFX00/01) | Y position determines if it bounces high or low |
0A | Red Koopa Troopa flying vertically | Standard (GFX00/01) | |
0B | Red Koopa Troopa flying horizontally | Standard (GFX00/01) | |
0C | Yellow Koopa Troopa with wings | Standard (GFX00/01) | Cannot fly |
0D | Bob-Omb | Tileset-specific (GFX02) | |
0E | Keyhole | Standard (GFX01) | |
0F | Goomba | Standard (GFX01) | |
10 | Bouncing Goomba with wings | Standard (GFX00/01) | |
11 | Buzzy Beetle | Tileset-specific (GFX04) | |
12 | Unused | N/A | |
13 | Spiny | Tileset-specific (GFX02) | |
14 | Spiny falling | Tileset-specific (GFX02) | |
15 | Cheep Cheep swimming horizontally | Tileset-specific (GFX13) | Called Fish in Lunar Magic |
16 | Cheep Cheep swimming vertically | Tileset-specific (GFX13) | |
17 | Cheep Cheep flying | Tileset-specific (GFX13) | Generated by sprite D1 |
18 | Cheep Cheep jumping to surface | Tileset-specific (GFX13) | |
19 | Display text from level message 1 | Special/Generator | |
1A | Classic Piranha Plant | Standard | Use ExGFX and this patchto fix stem |
1B | Bouncing Football in place. | Tileset-specific (GFX04, 0E) | |
1C | Bullet Bill | Standard (GFX01) | Also found going vertically and diagonally |
1D | Hopping flame | Tileset-specific (GFX02) | |
1E | Lakitu | Tileset-specific (GFX02/13) | X position determines whether it is a normal Lakitu or a Fishin' Lakitu |
1F | Magikoopa | Tileset-specific (GFX03) | |
20 | Magikoopa's magic | Tileset-specific (GFX03) | Will remain stationary if placed in the level without being spawned by another sprite |
21 | Moving coin | Standard (GFX01) | |
22 | Green vertical net Koopa | Tileset-specific (GFX12) | X position determines whether it will be above or below the net |
23 | Red vertical net Koopa | Tileset-specific (GFX12) | Faster than the green one |
24 | Green horizontal net Koopa | Tileset-specific (GFX12) | |
25 | Red horizontal net Koopa | Tileset-specific (GFX12) | |
26 | Thwomp | Tileset-specific (GFX03) | |
27 | Thwimp | Tileset-specific (GFX03) | |
28 | Big Boo | Tileset-specific (GFX11) | Requires sprite memory setting 05 or 0B |
29 | Koopa Kid | Tileset-specific | Must be placed at X position 0C; Y position determines which Koopa Kid it is. Lemmy and Wendy are the only ones that do not require special boss levels to function. |
2A | Upside-down Piranha Plant | Tileset-specific (GFX04) | Can be made non-tileset-specific with the hex edit at $01:8E93 (or by using the Piranha Plant Fix patch) |
2B | Sumo Brother's lightning | Tileset-specific (GFX09) | |
2C | Yoshi egg | Tileset-specific (GFX13) | X position determines whether it will be red, blue, yellow, or blue |
2D | Baby Yoshi | Standard | Will always be green when placed in Lunar Magic. Should not be used anywhere an adult Yoshi might come across it. |
2E | Spike Top | Tileset-specific (GFX04) | |
2F | Portable springboard | Standard (GFX00) | |
30 | Dry Bones that throws bones | Tileset-specific (GFX12/03) | |
31 | Bony Beetle | Tileset-specific (GFX03) | |
32 | Dry Bones that stays on ledges | Tileset-specific (GFX12, see note) | If this sprite is used in a sublevel where the overworld level was 10D, it will throw bones as well (and require GFX03). |
33 | Podoboo/vertical fireball | Tileset-specific (GFX03, 04, or 0E) | The actual fireball graphics are non-tileset-specific; it's the lava splash that requires certain GFX files. Sprite buoyancy MUST be on for this sprite to work. |
34 | Boss fireball | Tileset-specific (GFX24) | Like sprite 20, it will be stationary if placed in the level without being spawned. |
35 | Yoshi | Standard | Like sprite 2D, will always be green when placed in Lunar Magic and should not be used anywhere another Yoshi might come across it. |
36 | Unused | N/A | |
37 | Boo | Tileset-specific (GFX11) | |
38 | Eerie that moves straight | Tileset-specific (GFX06/11) | Uses palette E; the sprite palette should be set to 5 to make it look best. |
39 | Eerie that moves in a wave | Tileset-specific (GFX06/11) | See note for sprite 38. |
3A | Urchin that moves a fixed distance | Tileset-specific (GFX06) | Moves 4 tiles, going right or down first. X position determines whether it moves vertically or horizontally. |
3B | Urchin that moves between walls | Tileset-specific (GFX06) | X position determines whether it moves vertically or horizontally. |
3C | Urchin that follows walls | Tileset-specific (GFX06) | X position determines whether it moves clockwise or counterclockwise. |
3D | Rip Van Fish | Tileset-specific (GFX06) | |
3E | P-switch | Standard (GFX00/01) | X position determines whether it is blue or gray |
3F | Para-Goomba | Tileset-specific (GFX02) | |
40 | Para-Bomb | Tileset-specific (GFX02) | |
41 | Dolphin that swims and jumps in one direction | Tileset-specific (GFX06) | |
42 | Dolphin that swims and jumps back and forth | Tileset-specific (GFX06) | |
43 | Dolphin that swims and jumps up and down | Tileset-specific (GFX06) | |
44 | Torpedo Ted | Tileset-specific (GFX06) | |
45 | Directional coins | Standard (GFX01) | When placed in Lunar Magic by itself rather than being spawned from a block, this sprite has no time limit. |
46 | Diggin' Chuck | Tileset-specific (GFX13/05) | |
47 | Swimming/jumping fish | Tileset-specific (GFX13) | This fish swims back and forth and then jumps straight up, but it does not need to be placed in water to work. |
48 | Diggin' Chuck's rock | Tileset-specific (GFX05) | |
49 | Growing/shrinking pipe | Tileset-specific (GFX02) | |
4A | Goal Point Question Sphere | Tileset-specific (GFX05) | The player will not do the level-end "victory walk" if this sprite is used in a vertical level. |
4B | Pipe-dwelling Lakitu | Tileset-specific (GFX02) | |
4C | Exploding block | Standard (GFX00/01) or tileset-specific (GFX13) | It will spawn a shell-less green Koopa, green Koopa, fish, or Goomba depending on its X position. The fish is tileset-specific if it drops into water. |
4D | Monty Mole, ground-dwelling | Tileset-specific (GFX09) | Its X position determines whether to follow the player or walk with a hop. This applies to the other Monty Mole also. |
4E | Monty Mole, ledge-dwelling | Tileset-specific (GFX09) | |
4F | Jumping Piranha Plant | Standard (GFX01) | Don't let this sprite touch a solid object during its jump, or it will get stuck. |
50 | Jumping Piranha Plant that spits fireballs | Standard (GFX00/01) | |
51 | Ninji | Tileset-specific (GFX0E) | Don't let this sprite hit the ceiling; it will glitch through unless you use this patch. |
52 | Moving hole in ghost house ledge | Tileset-specific (GFX11) | Might not look right in-game if not placed where the background is completely black. |
53 | Throw block sprite | Standard (GFX00) | Cannot be placed in the level normally. |
54 | Revolving door for climbing net | Tileset-specific (GFX12) | For best results, should be placed over top of extended object 4A and not on a screen or subscreen boundary. |
55 | Checkerboard platform, horizontal | Tileset-specific (GFX05) | Moves approximately 4 tiles and starts out going left. |
56 | Flying rock platform, horizontal | Tileset-specific (GFX05) | Moves approximately 5.5 tiles and starts out going left. |
57 | Checkerboard platform, vertical | Tileset-specific (GFX05) | Moves approximately 5.5 tiles and starts out going up. |
58 | Flying rock platform, vertical | Tileset-specific (GFX05) | Moves approximately 5.5 tiles and starts out going up. |
59 | Turn block bridge, horizontal and vertical | Standard (GFX00) | The last tile of the sprite is X-flipped; the hex edit at $01:B79D fixes that. |
5A | Turn block bridge, horizontal | Standard (GFX00) | The last tile of the sprite is X-flipped; the hex edit at $01:B79D fixes that. |
5B | Floating brown platform | Tileset-specific (GFX12, 13) | Sprite buoyancy must be enabled to ensure that this sprite will function properly. |
5C | Floating checkerboard platform | Tileset-specific (GFX05) | Sprite buoyancy must be enabled to ensure that this sprite will function properly. |
5D | Small orange floating platform | Tileset-specific (GFX05) | Sprite buoyancy must be enabled to ensure that this sprite will function properly. |
5E | Large orange floating platform | Tileset-specific (GFX05) | If sprite buoyancy is not enabled, instead of floating, this sprite will stay in air and move forward slowly once stepped on. This sprite was unused in the original SMW. |
5F | Swinging brown platform | Tileset-specific (GFX05) | For this sprite to show up properly, the sprite memory setting must be 01 (or 10 if using No Sprite Tile Limits). |
60 | Flat switch palace switch | Tileset-specific (GFX0D) | This sprite's palette is set by the tiles that spawn it. It will always be green if placed in the level by itself. |
61 | Floating skulls | Tileset-specific (GFX04) | Each of the skulls counts as a separate sprite when determining how many sprites are allowed on the screen at once. |
62 | Brown line-guided platform | Tileset-specific (GFX12, 13) | This line-guided platform moves automatically. |
63 | Brown/checkered line-guided platform | Tileset-specific (GFX12, 13 or 05) | This platform will not move until stepped on. Its X position determines whether it will be brown or checkerboard; the latter uses GFX05, while the former uses GFX12 or 13. |
64 | Line-guided rope mechanism | Tileset-specific (GFX05) | The rope will be long or short depending on its X position. If, however, there are already 2 long ropes on the screen, or if the sprite memory is not set to 01 (or 10 with No Sprite Tile Limits), the rope will be short regardless. |
65 | Chainsaw (line-guided) | Tileset-specific (GFX05) | When placed on an odd X coordinate, it may not appear unless you use the hex edit at $01:D6F0. (Rather than moving right like Lunar Magic says, it will get shifted offscreen.) |
66 | Upside-down chainsaw (line-guided) | Tileset-specific (GFX05) | See note for sprite 65. |
67 | Grinder, line-guided | Tileset-specific (GFX12) | X position determines whether it moves right or left. |
68 | Fuzzy, line-guided | Tileset-specific (GFX05) | X position determines whether it moves right or left. |
69 | Unused | N/A | |
6A | Coin game cloud | Tileset-specific (GFX13) | Usually spawned from the egg that Yoshi lays after eating two pink berries. |
6B | Wall springboard (left wall) | Standard (GFX00) | |
6C | Wall springboard (right wall) | Standard (GFX00) | |
6D | Invisible solid block | Standard (no GFX) | This sprite's main routine in its entirety is also used to make other sprites solid. |
6E | Dino-Rhino | Tileset-specific (GFX23) | Uses palette F; the sprite palette should be set to 0 for it to look best. (Some people also use 1 or 7, making it magenta instead of turquoise.) |
6F | Dino-Torch | Tileset-specific (GFX23) | See note for sprite 6E. |
70 | Pokey | Tileset-specific (GFX09) | Will be 5 segments high if the player has Yoshi or 3 segments if he/she does |
71 | Super Koopa with red cape | Tileset-specific (GFX09) | |
72 | Super Koopa with yellow cape | Tileset-specific (GFX09) | |
73 | Super Koopa on the ground | Tileset-specific (GFX09) | It will have a flashing cape or a yellow one depending on its X position. |
74 | Mushroom | Standard (GFX00) | |
75 | Flower | Standard (GFX00) | |
76 | Star | Standard (GFX00) | |
77 | Feather | Standard (GFX00) | |
78 | 1-Up mushroom | Standard (GFX00) | |
79 | Growing vine | Standard (GFX01) | |
7A | Firework | Tileset-specific (GFX24/22) | May make the player temporarily invisible |
7B | Goal tape | Standard (GFX01) | The only normal sprite that uses the extra bit. It will activate either the normal or secret exit depending on whether the extra bit is set to 0 or 1, but the latter does not work in vertical levels. |
7C | Peach (after Bowser fight) | Tileset-specific (GFX22) | Her graphics are not in any of the standard tilesets. She should not normally be used. |
7D | P-Balloon | Tileset-specific (GFX02, 0E) | |
7E | Flying red coin | Standard (GFX00/01) | Unused in the original SMW except in the form of the Yoshi wings (which are actually sprite 7E with a special setting). |
7F | Flying golden mushroom | Standard (GFX00/01) | Unused in the original SMW. |
80 | Key | Standard (GFX01) | |
81 | Changing item | Standard (GFX00) | Usually found inside translucent blocks. |
82 | Bonus game sprite | Standard (GFX00) | Should not be used in normal levels. |
83 | Flying question block that flies left | Standard (GFX00/01) | Contains either a coin, flower, feather, or 1-Up depending on its X position. |
84 | Flying question block that flies back and forth | Standard (GFX00/01) | Contains either a coin, flower, feather, or 1-Up depending on its X position. |
85 | Unused | N/A | mikeyk's Poison Mushroom sprite overwrites this sprite slot. |
86 | Wiggler | Tileset-specific (GFX02) | |
87 | Lakitu's cloud | Tileset-specific (GFX13) | Has no time limit when placed in the level by itself. |
88 | Winged cage (unused) | ??? | Should not be used; requires a tileset-specific Layer 3 setting, but some of its graphics are missing. |
89 | Layer 3 Smash | Special/Generator | Requires the tileset to be set to 1 and the Layer 3 setting to be set to "low tide". |
8A | Yoshi's House bird | Tileset-specific (GFX0F) | Only 4 can be used at once, and the color is selected automatically. |
8B | Puff of smoke from Yoshi's House | Tileset-specific (GFX0F) | |
8C | Side exit enabler | Standard or tileset-specific (GFX0F) | If placed on an odd X-coordinate, it will enable side exits only; if placed on an even X-coordinate, it will also create the fireplace graphics and smoke. |
8D | Ghost house exit sign and door | Tileset-specific (GFX0F) | Always creates the sign and door in the same place regardless of where the sprite is. |
8E | Invisible "Warp Hole" | Standard (no GFX) | |
8F | Scale platforms | Tileset-specific (GFX05) | X position determines whether the platforms will be 8 tiles apart or only 4 tiles. Also, using this sprite in a place where the player can approach it from the right side may cause the platforms not to show up if the left platform is too far offscreen. |
90 | Large green gas bubble | Tileset-specific (GFX11) | Works best with sprite memory setting 0D |
91 | Chargin' Chuck | Tileset-specific (GFX13) | |
92 | Splittin' Chuck | Tileset-specific (GFX13) | |
93 | Bouncin' Chuck | Tileset-specific (GFX13) | |
94 | Whistlin' Chuck | Tileset-specific (GFX13/06, 13/09) | Depending on its X position, it will either wake up Rip Van Fish (and require GFX06) or activate the Super Koopa generator (and require GFX09). |
95 | Chargin' Chuck | Tileset-specific (GFX13) | |
96 | Unused | Tileset-specific (GFX13) | Acts identical to sprite 91 |
97 | Puntin' Chuck | Tileset-specific (GFX13/04, 13/0E) | |
98 | Pitchin' Chuck | Tileset-specific (GFX13/09, 13/0E) | Throws either 2, 4, 6, or 5 baseballs before pausing depending on its X position. |
99 | Volcano Lotus | Tileset-specific (GFX09) | |
9A | Sumo Brother | Tileset-specific (GFX09) | Sprite memory should be set to 07 for this sprite. It does not work correctly with the No Sprite Tile Limits patch (if the sprite memory is set to 10). |
9B | Amazing Flying Hammer Brother | Tileset-specific (GFX13) | Must be placed on sprite 9C. |
9C | Flying gray blocks for Hammer Brother | Standard (GFX00/01) | |
9D | Sprite in a bubble | Tileset-specific (GFX02 and sometimes 13) | Depending on its X position, it will contain a Goomba, Bob-omb, fish, or mushroom. The fish uses GFX13. |
9E | Ball 'n' Chain | Tileset-specific (GFX03) | X position determine whether it will rotate clockwise or counterclockwise |
9F | Banzai Bill | Tileset-specific (GFX20) | Sprite memory should be set to 04 or 0D. |
A0 | Bowser battle activator | Tileset-specific | Should not be used in a normal level. |
A1 | Bowser's "bowling ball" | Tileset-specific (GFX24) | May require certain sprite memory settings |
A2 | Mecha-Koopa | Tileset-specific (GFX24) | |
A3 | Rotating gray platform | Tileset-specific (GFX12/05, 13/05) | See note for sprite 9E. Also, sprite memory should be set to 01 to make it show up correctly. |
A4 | Floating spike ball | Tileset-specific (GFX05) | Will move fast or slow depending on its X position |
A5 | Wall-following Sparky/Fuzzy | Tileset-specific (GFX05 or 12) | Its X position determines whether it will move clockwise or counterclockwise. Also, if the sprite tileset setting is 2, the sprite will use the Sparky tilemap. If the sprite tileset is anything else, the sprite will use the Fuzzy tilemap. |
A6 | Hothead | Tileset-specific (GFX12) | Its X position determines whether it will move clockwise or counterclockwise. |
A7 | Iggy's ball projectile | Tileset-specific | Does not work correctly in normal levels |
A8 | Blargg | Tileset-specific (GFX04) | |
A9 | Reznor | Tileset-specific (GFX25) | Can be used in normal levels, but Mario must start out at the top of the screen for it to appear, there must be four of them together to trigger the level end, and the level mode must be 09 for the spinning sign background to appear. |
AA | Fishbone | Tileset-specific (GFX03) | Uses palette E; sprite palette 1 looks best. Also, the sprite will swim through everything even when not in water. |
AB | Rex | Tileset-specific (GFX20) | |
AC | Wooden spike pointing down | Tileset-specific (GFX12) | Moves down first. |
AD | Wooden spike pointing up | Tileset-specific (GFX12) | Moves either down or up first depending on its X position. |
AE | Fishin' Boo | Tileset-specific (GFX06/11) | |
AF | Boo Block | Tileset-specific (GFX11) | Set the sprite palette to 5 to make it look right, or change the byte at $01FA2F. |
B0 | Reflecting stream of Boo Buddies | Tileset-specific (GFX11) | Set the sprite palette to 5 to make it look right, or change the bytes at $028D34 and $07F4AE. |
B1 | Creating/eating block | Standard (GFX00) | Its X position determines whether it will be a creating block or an eating block, but the path it takes is determined by whether the overworld level is on the main map or a submap. |
B2 | Falling spike | Tileset-specific (GFX03) | |
B3 | Bowser statue fireball | Tileset-specific (GFX12) | |
B4 | Grinder that moves on the ground | Tileset-specific (GFX12) | |
B5 | Unused | Tileset-specific (GFX24) | Was intended to be the falling flame that shows up during the Bowser battle. However, it actually just jumps to the same code as sprite 33. (It should not, however, be used in place of sprite 33; some necessary routines are missing.) The real falling flame is actually sprite 33 with a special setting. |
B6 | Reflecting fireball | Tileset-specific (GFX03) | |
B7 | Carrot Top Lift, upper right | Tileset-specific (GFX20) | |
B8 | Carrot Top Lift, upper left | Tileset-specific (GFX20) | |
B9 | Info Box | Standard (GFX01) | Displays either message 1 or 2 from the current overworld level when hit from below. |
BA | Timed Lift | Tileset-specific (GFX20) | Starts out with either 4 units of time or 1 unit depending on its X position. |
BB | Moving castle block | Tileset-specific (GFX03) | |
BC | Bowser statue | Tileset-specific (GFX12) | Depending on its X position, it will be stationary, be stationary but spit fire, hop and follow the player, or be stationary but spit fire. |
BD | Sliding Koopa | Standard (GFX00/01) | Should be placed on a slope for best results. |
BE | Swooper | Tileset-specific (GFX04) | |
BF | Mega Mole | Tileset-specific (GFX20) | |
C0 | Sinking gray platform on lava | Tileset-specific (GFX05) | |
C1 | Flying gray turn blocks | Standard (GFX00/01) | Will start out moving up or down depending on its X position. |
C2 | Blurp | Tileset-specific (GFX06) | |
C3 | Porcu-Puffer | Tileset-specific (GFX06) | |
C4 | Gray platform that falls | Tileset-specific (GFX12, 13) | |
C5 | Big Boo Boss | Tileset-specific (GFX11) | Sprite memory should be set to 09. |
C6 | Spotlight/dark room sprite | Tileset-specific (GFX0E) | |
C7 | Invisible mushroom | Standard (GFX00) | |
C8 | Light switch for dark room | Standard (GFX00) | |
C9 | Bullet Bill shooter | Special/Generator (GFX01) | |
CA | Torpedo Ted launcher | Special/Generator (GFX06) | |
CB | Eerie generator | Special/Generator (GFX06/11) | |
CC | Para-Goomba generator | Special/Generator (GFX02) | |
CD | Para-Bomb generator | Special/Generator (GFX02) | |
CE | Para-Goomba and Para-Bomb generator | Special/Generator (GFX02) | |
CF | Dolphin generator (left) | Special/Generator (GFX06) | |
D0 | Dolphin generator (right) | Special/Generator (GFX06) | |
D1 | Flying fish generator | Special/Generator (GFX13) | |
D2 | Turn Off Generator 2 | Special/Generator | This deactivates sprite E5. It can also be used to force certain other sprites (such as the Lakitu and Magikoopa, sprites 1E and 1F) to go away or prevent them from respawning. |
D3 | Super Koopa generator | Special/Generator (GFX09) | |
D4 | Bubbled sprite generator | Special/Generator (GFX02) | |
D5 | Bullet Bill generator (GFX01) | Special/Generator | |
D6 | Multidirectional Bullet Bill generator | Special/Generator (GFX05) | |
D7 | Multidirectional diagonal Bullet Bill generator | Special/Generator (GFX05) | |
D8 | Bowser statue fire generator | Special/Generator (GFX12) | |
D9 | Turn Off Generators | Special/Generator | This sprite deactivates most normal generators as soon as the player reaches the screen where it is placed. |
DA | Green Koopa shell | Standard (GFX01) | This is actually sprite 04 initialized to be stunned. It cannot be spawned by other sprites (use sprite 04 in status 09 instead). |
DB | Red Koopa shell | Standard (GFX01) | This is actually sprite 05 initialized to be stunned. It cannot be spawned by other sprites (use sprite 05 in status 09 instead). |
DC | Blue Koopa shell | Standard (GFX01) | This is actually sprite 06 initialized to be stunned. It cannot be spawned by other sprites (use sprite 06 in status 09 instead). |
DD | Yellow Koopa shell | Standard (GFX01) | This is actually sprite 07 initialized to be stunned. It cannot be spawned by other sprites (use sprite 07 in status 09 instead). |
DE | Group of 5 wave-moving Eeries | Tileset-specific (GFX11) | Actually just spawns 5 instances of sprite 39. |
DF | Green Para-Koopa shell | Standard (GFX01) | This is actually sprite 09 initialized to be stunned. It cannot be spawned by other sprites (use sprite 09 in status 09 instead). Unlike the other shells, this sprite will not change color when the Special World is passed. |
E0 | 3 rotating gray platforms | Tileset-specific (GFX05) | Actually just spawns 3 instances of sprite A3. Like sprite A3, the rotation direction depends on the sprite's X position. |
E1 | Boo Ceiling | Special/Generator (GFX11) | |
E2 | Boo Ring moving counterclockwise | Tileset-specific (GFX11) | |
E3 | Boo Ring moving clockwise | Tileset-specific (GFX11) | |
E4 | Swooper Death Bat Ceiling | Special/Generator (GFX04, see note) | This sprite is unused in the original SMW, and in fact, its tilemap is incorrect. You can fix it with the hex edit at $02FDB8. |
E5 | Appearing/disappearing Boos | Special/Generator (GFX11) | |
E6 | Background candle flames | Special/Generator (GFX03) | Will only look right if the candles are in the exact same places that they are in in the original background. |
E7 | Unused | Special/Generator | Was probably intended to be some kind of auto-scroll sprite. |
E8 | Special auto-scroll command | Special/Generator | This sprite uses the extra bits and Y position to determine which form of the command to activate. |
E9 | Layer 2 Smash | Special/Generator | This sprite uses the extra bits to determine which form of the command to activate. |
EA | Layer 2 scrolling command | Special/Generator | This sprite uses the extra bits and Y position to determine which form of the command to activate. |
EB | Unused | Special/Generator | |
EC | Unused | Special/Generator | |
ED | Layer 2 Falls | Special/Generator | |
EE | Unused | Special/Generator | |
EF | Layer 2 sideways-scrolling command | Special/Generator | Should be used only in vertical levels. |
F0 | Unused | Special/Generator | |
F1 | Unused | Special/Generator | |
F2 | Layer 2 on/off switch controller | Special/Generator | |
F3 | Standard auto-scroll command | Special/Generator | The Y position of this sprite determines the auto-scroll speed. (There are 3 settings: slow, medium, and fast.) |
F4 | Fast background scroll | Special/Generator | Unless you use the hex edit at $05C7BC, this sprite will not activate until the player touches either sprite C1 or sprite 5E (the latter if sprite buoyancy is off). |
F5 | Layer 2 sink command | Special/Generator | This sprite uses the extra bits to determine which form of the command to activate. |
F6 | Unused | N/A | |
F7 | Unused | N/A | |
F8 | Unused | N/A | |
F9 | Unused | N/A | |
FA | Unused | N/A | |
FB | Unused | N/A | |
FC | Unused | N/A | |
FD | Unused | N/A | |
FE | Unused | N/A | |
FF | Unused | N/A |