A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | ||
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1 | ID | Sprite Name | $C2 - Phase Pointer | $1504 | $1510 | $151C | $1528 | $1534 | $1540 - Stun Timer *ᵀ | $154C - Disable Player Contact *ᵀ | $1558 - Dying in Lava *ᵀ | $1564 - Disable Sprite Contact ᵀ | $1570 - Animation Timer | $157C - Horizontal Direction | $1594 | $15AC - Turn Timer ᵀ | $1602 - Animation Frame | $160E | $1626 | $163E ᵀ | $187B | $1FE2 - Disable Quake Interaction *ᵀ | Other Tables | |
2 | 00 | Shell-less Koopa (green) | Timer for kicking/flipping a shell. | Sliding flag. Set when knocked out of a shell; setting this flag causes the sprite to be kick-killable. | Set when killed by a block, cape spin, cape quake, or Yoshi quake. | Timer for jumping in or kicking a shell; setting it manually will prevent the Koopa from interacting with shells. | Timer to disable contact with sprites. Set when jumping out of a shell. Blue Koopas also use this when waiting to kick a shell. | Frame counter for animation. Yellow Koopas additionally use it as a timer for when to face Mario. | Horizontal direction the sprite is facing. | Sprite slot of shell being jumped into. | Timer for turning around. | Animation frame. 0/1 = walking, 2 = turning 4 = kicking, 5/6 = stunned | When 80-FF: stun timer for a Koopa after being knocked out of a shell. When 80-01: timer for blue Koopas kicking a shell. | |||||||||||
3 | 01 | Shell-less Koopa (red) | Flag to indicate it's walked off a ledge. | |||||||||||||||||||||
4 | 02 | Shell-less Koopa (blue) | Flag for being pushed by a shell. | Sprite slot of shell being kicked. | ||||||||||||||||||||
5 | 03 | Shell-less Koopa (yellow) | Sprite slot of shell being jumped into. | |||||||||||||||||||||
6 | 04 | Koopa / Shell (green) | Result of $1540|$1558, to indicate a Koopa is currently inside the shell (but not emerged). Cleared when spit out by Yoshi. | Flag for the red/blue Koopas to indicate it's walked off a ledge. Shell: Flag for the disco shell state that stops the shell from following Mario (unused?). | Shell: Flag set when caught by a blue Koopa and waiting to be kicked. When in a normal status, setting this will also cause the sprite to be kick-killable. | Shell: Stun timer for a Koopa hiding inside. Additionally set for a frame after a Koopa enters. | Shell: Set when spawned from a block, picked up, dropped, or thrown. | Shell: Timer used when entered by a Koopa. | Shell: Timer to disable sprite contact after being kicked by a blue Koopa or flipped right-side up. | Frame counter for animation. Yellow Koopas additionally use it as a timer for when to face Mario. | Horizontal direction the sprite is facing. | Shell: Sprite slot of the shell-less Koopa jumping into it. | Timer for turning around. Also a timer to briefly disable block interaction for shells when spawned from a block. | Animation frame. 0/1 = walking, 2 = turning 6/7/8 = shell (spinning) | Shell: Sprite ID of the Koopa jumping into the shell. | Shell: Number of consecutive enemies killed. | Flag to turn the shell into a disco shell. | Timer set after hitting a block while stunned, to prevent being hit by its quake sprite. | ||||||
7 | 05 | Koopa / Shell (red) | ||||||||||||||||||||||
8 | 06 | Koopa / Shell (blue) | ||||||||||||||||||||||
9 | 07 | Koopa / Shell (yellow) | ||||||||||||||||||||||
10 | 08 | Green Parakoopa (fly) | Frame counter for animation. Yellow Koopas additionally use it as a timer for when to face Mario. | Horizontal direction the sprite is facing. | Timer for turning around. | Animation frame. 0/1 = walking, 2 = turning | ||||||||||||||||||
11 | 09* | Green Parakoopa (bounce) | Bounce height. 00 = high, 10 = low | |||||||||||||||||||||
12 | 0A | Red Parakoopa (V) | Timer incremented while accelerating. | Direction of acceleration. Even = -, odd = + | Timer for waiting between accelerations. | |||||||||||||||||||
13 | 0B | Red Parakoopa (H) | ||||||||||||||||||||||
14 | 0C | Yellow Parakoopa | Unused, but would cause the sprite to be kick-killable if set. | |||||||||||||||||||||
15 | 0D | Bob-Omb | Set equal to $1540 when capespinned or kicked. | Flag set when exploding. | Timer both for waiting to explode, and for the actual explosion. | Set when popped out of a bubble. | Timer to disable contact with sprites. Set when kicked by a blue Koopa. | Frame counter for animation. | Horizontal direction the sprite is facing. | Timer for turning around. | Animation frame. 0/1 = walking, 2 = turning | Timer set after hitting a block while stunned, to prevent being hit by its quake sprite. | ||||||||||||
16 | 0E | Keyhole | Highest sprite slot containing a key. | Flag for activating the keyhole animation. | ||||||||||||||||||||
17 | 0F | Goomba | Mirror of $1540. | Stun timer for how long until it flips back over. Also set when spawned from a para-Goomba, though unused. | Carryable: Set when picked up, dropped, kicked, or thrown. Also set when popped out of a bubble. | Timer to disable contact with sprites. Set when kicked by a blue Koopa. | Frame counter for animation. | Horizontal direction the sprite is facing. | Timer for turning around. | Animation frame. 0/1 = walking, 2 = turning | Timer set after hitting a block while stunned, to prevent being hit by its quake sprite. | |||||||||||||
18 | 10 | Paragoomba | Timer for when to face Mario. | Hop counter. Large jump occurs at #$03, after which it's cleared. | Timer to wait after a large jump before hopping again. | |||||||||||||||||||
19 | 11 | Buzzy Beetle | Mirror of $1540. Never gets cleared. | Flag set when caught by a blue Koopa and waiting to be kicked. When in normal status, setting this will also cause the sprite to be kick-killable. | Stun timer for the shell state. | Shell: Set when picked up, dropped, or thrown. | Frame counter for animation. | Horizontal direction the sprite is facing. | Timer for turning around. | Animation frame. 0/1 = walking, 2 = turning 6/7/8 = shell (spinning) | Shell: Number of consecutive enemies killed. | Timer set after hitting a block while stunned, to prevent being hit by its quake sprite. | ||||||||||||
20 | 12 | [Unused] | ||||||||||||||||||||||
21 | 13 | Spiny | Frame counter for animation. | Horizontal direction the sprite is facing. | Timer for turning around. | Animation frame. 0/1 = walking, 2 = turning | ||||||||||||||||||
22 | 14 | Spiny (falling) | Animation frame. 0/1 = spinning | |||||||||||||||||||||
23 | 15 | Fish (H) | Direction of movement. Even = +, odd = - | Which way the fish moves. 0 = horizontally, 1 = vertically | Timer for automatically turning around. | Set when popped out of a bubble. | Frame counter for animation. | Horizontal direction the sprite is facing. | Animation frame. 0/1 = swimming, 2/3 = flopping | |||||||||||||||
24 | 16 | Fish (V) | ||||||||||||||||||||||
25 | 17 | Fish (generated) | ||||||||||||||||||||||
26 | 18 | Fish (surface jumping) | ||||||||||||||||||||||
27 | 19 | Display Level Message 1 | Timer to wait before showing the message. | |||||||||||||||||||||
28 | 1A | Classic Piranha Plant | Current phase. 00 = in pipe; 01 = exiting 02 = out of pipe; 03 = entering | Timer for how long each phase lasts. | Flag for whether Mario is close enough to the plant to make it hide in the pipe. | Animation frame. 0/1 = biting | ||||||||||||||||||
29 | 1B | Football | Timer when spawned by a Chuck for waiting to actually be kicked. | Horizontal direction the sprite is facing. Always 0. | Animation frame. 0 = normal | |||||||||||||||||||
30 | 1C | Bullet Bill | Direction being fired in. L, R, U, D, UR, DR, DL, UL | Timer to send behind objects; set on spawn. | Horizontal direction the sprite is facing. Always set to 1 though, regardless of direction. | Animation frame. 0 = horz, 1 = vert, 2 = diag up, 3 = diag down | ||||||||||||||||||
31 | 1D | Hopping Flame | Timer for waiting to hop. | Set when sinking in lava but not really used since it disappears in a smoke cloud. | Horizontal direction the sprite is facing. | Animation frame. 0/1 = fire | $176F - Timers for the small flame remnants. | |||||||||||||||||
32 | 1E | Lakitu (cloud) | Flag set if the Lakitu is fishing. | Timer for the smoke cloud. Also set when knocked out of the cloud. | Timer for how long to show the throwing animation. | Horizontal direction the sprite is facing. | Animation frame. 0 = normal, 1 = killed/falling, 2 = throwing | |||||||||||||||||
33 | 1F | Magikoopa | Current phase. 0 = find spot, 1 = fade in 2 = shooting magic, 3 = fade out | Timer for animation. Used both when fading and when shooting magic. | Index of the current fade palette to use. #$09 is the max. | Horizontal direction the sprite is facing. | Animation frame. 0 = fading in, 2/3 = wand raised, 4/5 wand out | |||||||||||||||||
34 | 20 | Magikoopa Magic | (no misc ram used) | |||||||||||||||||||||
35 | 21 | Moving Coin | Flag to indicate the sprite is on the ground and shouldn't move. | Unused (?) timer to disable interaction with the sides of blocks. | Frame counter for animation. | Horizontal direction the sprite is facing. | Berry flag. If set, it'll be a berry sprite instead. | |||||||||||||||||
36 | 22 | Green Net Koopa (V) | Flag for whether the Koopa is moving horizontally or vertically. | Timer for turning to the other side of the net. | Frame counter for animation. | Direction of movement. 0 = right/up, 1 = left/down | Timer for turning around. | Animation frame. 0 = in front of net, 1 = behind net 2 = turning horizontally 3/4 = turning vertically | ||||||||||||||||
37 | 23 | Red Net Koopa (V) | ||||||||||||||||||||||
38 | 24 | Green Net Koopa (H) | ||||||||||||||||||||||
39 | 25 | Red Net Koopa (H) | ||||||||||||||||||||||
40 | 26 | Thwomp | Current phase. 0 = waiting for Mario 1 = falling, 2 = on ground/rising | Spawn height, low byte. | Animation frame for the Thwomp's face. 0 = normal, 1 = glaring, 2 = angry | Timer for waiting to rise up again after smashing the ground. | Side of the sprite that Mario is on. Not actually used for anything, though. | |||||||||||||||||
41 | 27 | Thwimp | Which direction to jump. Even = right, odd = left | Horizontal direction the sprite is facing. Only updates when Mario takes damage from it; the sprite itself doesn't use it. | ||||||||||||||||||||
42 | 28 | Big Boo | Flag for being stationary (1) or following Mario (0). | Timer until the next check of whether Mario is facing the Boo. | Timer for the peeking idle animation. | Frame timer for animation. Mainly used to wait before showing the peeking animation. | Horizontal direction the sprite is facing. | Timer for turning around. | Animation frame. 0 = moving, 1/2 = turning, 3 = stationary | |||||||||||||||
43 | 29 | Koopa Kid - Morton | Which boss is currently running. 0 = Morton, 1 = Roy, 2 = Ludwig 3 = Iggy, 4 = Larry 5 = Lemmy, 6 = Wendy | Main routine pointer. 0 = spawn (Ludwig waiting) 1 = initialization (Morton/Roy walls drop) 2 = normal, 3 = hurt, 4 = dying, 5 = dead | Attack routine pointer. 0 = walking, 1 = dropping | X position of the left wall. | Various phase timers. Set when smashing the ground, taking damage, and dying. | Rotational direction of movement. 0 = counterclockwise, 1 = clockwise | Relative direction of movement. 0 = left, 1 = up, 2 = right, 3 = down | Timer for turning around. | Animation frame. 0/1/2 = walking 3/4 = firing (unused in Morton/Roy) 5 = turning, 6 = falling/jumping 6/7 = hurt, 8 = unused hurt frame 1B/1C/1D = Ludwig's shell | X position of the right wall. | Number of hits the boss has taken. Dies at 3+, or 12+ with fireballs. | Timer to disable contact with Mario. | $164A - Timer for moving the walls inwards. | |||||||||
44 | 29 | Koopa Kid - Roy | ||||||||||||||||||||||
45 | 29 | Koopa Kid - Ludwig | Attack routine pointer. 0 = firing, 1 = shell, 2 = jumping | Jumping X speed. | Timer for shooting a fireball. | Mode 7 room to load. 0 = Ludwig, 1 = Morton/Roy | ||||||||||||||||||
46 | 29 | Koopa Kid - Iggy | Frame counter for waiting to throw a ball. | Timer for the hurt animation. | Timer for disabling interaction with Mario. | Timer for the ball throw animation. | Frame counter for animation. | Horizontal direction the sprite is facing. | Timer for turning around. | Animation frame. 0/1/2 = walking, 3 = hurt, 4/5/7/8/9/A/B = throwing, 6 = turning | Flag for falling off the platform. | Timer for sinking in the lava. | ||||||||||||
47 | 29 | Koopa Kid - Larry | ||||||||||||||||||||||
48 | 29 | Koopa Kid - Lemmy | Current phase. 0 = in pipe, 1 = rising, 2 = out of pipe 3 = descending, 4 = hit, 5 = falling 6 = sinking in lava | Emerged animation pointer. 0 = looking at camera, 1 = waving hands A, 2 = opening mouth, 3 = looking side to side 4 = weird face A, 5 = legs, 6 = weird face B 7 = waving hands B, 8 = dummy | Phase timer. | Flag for being a dummy. 00 = Wendy/Lemmy 10 = dummy 1, 20 = dummy 2 | Animation frame. 0/1 = hurt, 2/3 = looking at camera 4/5 = waving hands A, 6/7 = opening mouth, 8/9 = look side to side, A/B = weird face A C/D = legs, E/F = weird face B 10/11/12 = waving hands B 13 = dummy, 14/15/16 = dummy hurt | Spawn position index, for deciding which pipes to emerge each sprite from. | ||||||||||||||||
49 | 29 | Koopa Kid - Wendy | ||||||||||||||||||||||
50 | 2A | Upside-Down Piranha Plant | Current phase. 0 = in pipe; 1 = exiting 2 = out of pipe; 3 = entering | Timer for how long each phase lasts. Also a timer for the smoke cloud. | Flag for whether Mario is close enough to the plant to make it hide in the pipe. | Animation frame. 0/1 = biting | ||||||||||||||||||
51 | 2B | Sumo Bros. Lightning | Timer to handle spawning the flame columns. | Counter for the number of flames spawned. | Timer to disable block interaction after being spawned. | $0F4A - Timer for each flame column. | ||||||||||||||||||
52 | 2C | Yoshi Egg | Sprite ID of the sprite contained inside. | Timer for the hatching animation. | Horizontal direction the sprite is facing. Always 0. | Flag to prevent hatching until Mario gets close. | $1850 - Timer for the egg shards. High two bits are used as Y/X flip. | |||||||||||||||||
53 | 2D | Baby Yoshi | Set when spawned, picked up, dropped, kicked, or thrown. | Counter for how many sprites have been eaten. | Horizontal direction the sprite is facing. | Unused, but affects the value of the 1up spawned from hitting a goal tape; 0 = 1up, 1 = 2up, 2 = 3up (3+ = glitched). | Animation frame. 0 = normal, 1 = eating 2 = swallowing, 3 = gulping/idle | Sprite slot being eaten. Set to #$FF when null. | Timer for eating. | |||||||||||||||
54 | 2E | Spike Top | Indicates what side of a block the sprite is on, and what direction it's moving in. 0-3 = clockwise, 4-7 = counter Starts on top with 0/4, then increments in the direction of rotation. | Direction of rotation. 00 = clockwise, 10 = counter | Timer for turning corners. | Unused timer that randomly gets set. | Timer used for showing the diagonal animation frames when turning a corner. | Horizontal direction the sprite is facing. Always 0; writes directly to $15F6 instead used to manage its facing direction. | Animation frame. 0/1/2/3 = walking, 4/5/6 = turning | |||||||||||||||
55 | 2F | Springboard | Unused, but cleared when spit out by Yoshi. | Timer for the spring animation. | Set when dropped, kicked, or thrown, but cleared whenever Mario touches the sprite, making its original purpose rather useless. | Horizontal direction the sprite is facing. | Animation frame. 0 = normal, 1/2 = springing | |||||||||||||||||
56 | 30 | Dry Bones (throws) | Flag for the sprite being collapsed. | Used as a timer for the sprite being collapsed. Dry Bones also use it as a timer for throwing bones, and Bony Beetles use it as a timer for hiding in their shell. | Frame counter for animation. | Horizontal direction the sprite is facing. | Animation frame. 0/1 = walking 2 = Dry Bones throwing 2/3 = Bony Beetle hiding | Seems unused, but freezes the sprite in place and prevents attacking if set. Interaction with Mario and collapsing functionality are unaffected. | ||||||||||||||||
57 | 31 | Bony Beetle | Timer for determining when to hide in its shell. | |||||||||||||||||||||
58 | 32 | Dry Bones (ledge) | Flag to indicate it just walked off a ledge. | Timer for turning around. | ||||||||||||||||||||
59 | 33 | Podoboo / Bowser fire | Flag for which kind of sprite it is. 0 = Podoboo, 1 = Bowser fire | Spawn Y position (high). | Spawn Y position (low). | Timer for waiting to jump out of the lava. | Timer for making the Bowser fire disappear. | Timer to retain Y speed after jumping if a height can't normally be reached. (however, doesn't work due to poor coding) | Frame counter for animation. | Animation frame. 0/1 = facing up, 2/3 = facing down | $15D0 - Mirror of $1540. Seems to be unused. | |||||||||||||
60 | 34 | Boss Fireball | Timer for waiting to fire from Ludwig's mouth. Disables interaction while set. | Horizontal direction the sprite is facing. | Animation frame. 0/1 = fire | |||||||||||||||||||
61 | 35 | Yoshi | Current state. 0 = normal, 1 = riding, 2 = running | Distance of Yoshi's tongue from his mouth. | Various timers. Used to wait before retracting his tongue, and to prevent him from sticking his tongue out after spitting something. | Timer for the swallowing animation. 01-1B will perform a normal swallow. 1C+ will swallow as if it's a berry. | Timer for how long each of Yoshi's animation frames last. | Horizontal direction the sprite is facing. | Mouth routine pointer. 0 = normal, 1 = extending tongue 2 = retracting tongue, 3 = spitting | Timer for turning around. Notably, Mario's direction will automatically be set to Yoshi's direction when this gets set to 08, regardless of whether Mario is actually riding him. | Animation frame. 0/1/2 = walking, 2 = falling, 3 = turning 4 = crouching, 5 = jumping, 6 = tongue out (up) 7 = tongue out (down), 8/9 = entering horz pipe A/B/C = growing | Sprite slot on Yoshi's tongue or in his mouth. Set to #$FF when null. | Timer to disable damage from other sprites. Set when mounting and when knocked off. | Timer used to prevent a water splash from spawning when dismounting in water. | $15F6 - Palette; determines the type of Yoshi. $1747 - Unused timer set for Yoshi's fireballs. | |||||||||
62 | 36 | [Unused] | ||||||||||||||||||||||
63 | 37 | Boo | Flag for being stationary (1) or following Mario (0). | Timer until the next check of whether Mario is facing the Boo. | Timer for the 'tongue waggle' idle animation. | Frame timer for animation. Mainly used to wait before showing the tongue animation. | Horizontal direction the sprite is facing. | Timer for turning around. | Animation frame. 0 = moving, 2/3 = tongue waggle, 6 = stationary | |||||||||||||||
64 | 38 | Eerie (straight) | Frame counter for animation. | Horizontal direction the sprite is facing. | Animation frame. 0/1 = normal | |||||||||||||||||||
65 | 39 | Eerie (wave) | Direction of vertical acceleration. Even = down, odd = up | |||||||||||||||||||||
66 | 3A | Urchin (fixed) | Sprite phase. Even = waiting to move, odd = moving | Counter used for determining the current animation frame. | Phase timer. | Timer for the blinking animation. Randomly set. | Unused timer set when turning. | Animation frame. 0/1/2 = normal | Timer for the Urchin's animation. | |||||||||||||||
67 | 3B | Urchin (wall-detect) | ||||||||||||||||||||||
68 | 3C | Urchin (wall-following) | Indicates what side of a block the sprite is on, and what direction it's moving in. 0-3 = clockwise, 4-7 = counter Starts on top with 0/4, then increments in the direction of rotation. | Direction of rotation. 00 = clockwise, 10 = counter | Timer for turning corners. | |||||||||||||||||||
69 | 3D | Rip Van Fish | Sprite phase. 0 = sleeping, 1 = swimming | Timer for the swimming phase. | Timer for spawning Zs while asleep. | Frame counter for animation. | Horizontal direction the sprite is facing. | Animation frame. 0/1 = swimming, 2/3 = sleeping | ||||||||||||||||
70 | 3E | P-switch | Unused, but cleared when spit out by Yoshi. | Switch type. 0 = blue, 1 = silver | Timer for the smoke cloud. | Set when spawned, picked up, dropped, thrown, or pressed. | Horizontal direction the sprite is facing. Always 1. | Timer to briefly disable block interaction when spawned from a block. | Timer to wait before erasing a pressed P-switch. | Timer set after hitting a block. | ||||||||||||||
71 | 3F | Para-Goomba | Swing direction. Odd = left, even = right. | Flag for having hit the side of a block. When set, falls straight down. | Timer after landing to wait for the parachute to descend. | Current "angle", from #$00-#$0F. | Horizontal direction the sprite is facing. | Animation frame. 0 = normal, 1 = tilt left, 2 = tilt right C = normal parachute, D = tilted parachute | ||||||||||||||||
72 | 40 | Para-Bomb | ||||||||||||||||||||||
73 | 41 | Dolphin (long) | Horizontal direction to accelerate in next. Even = left, odd = right. Still used by the vertical dolphin despite not moving horizontally. | Flag to stop the dolphin from turning around (for the generated ones). | Number of pixels the platform has moved in the frame, for moving Mario. | |||||||||||||||||||
74 | 42 | Dolphin (short) | ||||||||||||||||||||||
75 | 43 | Dolphin (V) | Horizontal direction the sprite is facing. | Animation frame. 0 = normal. | ||||||||||||||||||||
76 | 44 | Torpedo Ted | Timer for the releasing animation. | Horizontal direction the sprite is facing. | ||||||||||||||||||||
77 | 45 | Directional Coins | Current direction of movement. 0 = up, 1 = down, 2 = left, 3 = right | Direction of movement to travel next. 0 = up, 1 = down, 2 = left, 3 = right | Timer to hide the sprite behind Layer 1 objects during spawn. | Unused timer set on spawn. | ||||||||||||||||||
78 | 46 | Chuck (diggin') | Value to indicate the type of Chuck. Diggin' Chuck uses 4. (see sprite 91 for the full list) | Animation frame for the Chuck's head. (see sprite 91 for the list of values) | Counter for the number of times Mario has bounced on the Chuck. Killed when it hits 3. | Counter for the animation frames in the digging animation, for determining when to stop digging. | Timer for the digging animation. Hurt: Animation timer for each piece of the hurt animation. | Timer for the head-turn animation prior to starting to dig. | Timer to disable contact with Mario. | Animation frame for the shovel. Hurt: Counter for the current phase of the hurt animation. | Horizontal direction the sprite is facing. | Animation frame. (see sprite 91 for the list of values) | ||||||||||||
79 | 47 | Fish (swimming/jumping) | Sprite phase. Even = swimming, odd = jumping | Timer for waiting to turn in phase 0, and for timing the jump in phase 1. | Counter for the number of times the sprite has turned around. | Horizontal direction the sprite is facing. | Animation frame. 0/1 = swimming | |||||||||||||||||
80 | 48 | Diggin' Chuck's Rock | Timer for the 'digging out' animation after being spawned by a Chuck. | Horizontal direciton the sprtie is facing. Always 0. | Animation frame. 0/1 = normal | |||||||||||||||||||
81 | 49 | Growing/Shrinking Pipe | Current phase of movement. Mod 4: 0 = waiting at bottom, 1 = growing 2 = waiting at top, 3 = shrinking | Unused. Would cause Mario to move horizontally while on the pipe if non-zero. | Used as vertical tile offsets to clear out the space above the pipe on spawn. | Movement phase timer. | ||||||||||||||||||
82 | 4A | Goal Sphere | (no misc ram used) | |||||||||||||||||||||
83 | 4B | Lakitu (pipe-dwelling) | Current phase. 0 = hiding in pipe, 1 = peeking out, 2 = rising up 3 = throwing Spiny, 4 = descending | Phase timer | Horizontal direction the sprite is facing. | Animation frame. 0 = normal, 1 = throwing, 2 = killed | ||||||||||||||||||
84 | 4C | Exploding Block | ID of the sprite contained inside the block. | Frame counter for the block's shaking animation. | Horizontal direction the sprite is facing. Always 0. | Animation frame. 0 = normal | ||||||||||||||||||
85 | 4D | Monty Mole (ground) | Current phase. 0 = invisible, 1 = dirt animation 2 = jumping out, 3 = walking | Flag for how the mole moves. Clear = follow Mario, set = walk with a hop | Timer for waiting in the ground before jumping out. | Timer for the hopping mole's hops. | Frame counter for animation. | Horizontal direction the sprite is facing. | Animation frame. In dirt: 0 = invisible, 1/2 = ground, 3 = ledge As mole: 0/1 = walking, 2 = jumping out | $15D0 - Prevents the mole from jumping out of the dirt if set. | ||||||||||||||
86 | 4E | Monty Mole (ledge) | ||||||||||||||||||||||
87 | 4F | Jumping Piranha Plant (std) | Current phase. 0 = waiting in the ground, 1 = jumping 2 = descending (shoot fire) | Frame counter for the propeller's animation. | Timer for waiting to jump in phase 0, and for shooting fire in phase 2. | Frame counter for the plant's mouth animation. | Horizontal direction the sprite is facing. Always 0. | Animation frame, used seperately by both the mouth and propeller. 1/2 = normal | ||||||||||||||||
88 | 50 | Jumping Piranha Plant (fire) | ||||||||||||||||||||||
89 | 51 | Ninji | Counter for the number of times the Ninji has jumped. | Timer for waiting between jumps. | Horizontal direction the sprite is facing. | Animation frame. 0 = normal, 1 = jumping | ||||||||||||||||||
90 | 52 | Moving Ghost House Hole | Frame counter for deciding which direction to move. | |||||||||||||||||||||
91 | 53 | Throwblock | Mirror of $1540. | Timer for how long the block lasts. Also a timer for the smoke cloud. | Set when picked up, dropping, or throwing. | Set when sinking in lava but not really used since it disappears in a smoke cloud. | Timer to disable contact with sprites. Set when kicked by a blue Koopa. | Horizontal direction the sprite is facing. This only can become non-zero after kicking. | Animation frame. 0 = normal | Number of consecutive enemies killed. | Timer set after hitting a block. | |||||||||||||
92 | 54 | Climbing Net door | Timer for the turning animation. | Timer for waiting briefly after being hit before actually turning. | ||||||||||||||||||||
93 | 55 | Checker Platform (H) | Frame counter for acceleration. | Next direction of acceleration. Even = -, odd = + | Number of pixels moved horizontally in the frame frame, for moving Mario. | Timer to pause before applying acceleration again. | Flag for whether the platform is a normal platform (0) or checkerboard (1). Always 1. | |||||||||||||||||
94 | 56 | Rock Platform (H) | ||||||||||||||||||||||
95 | 57 | Checker Platform (V) | Flag for whether the platform is a normal platform (0) or checkerboard (1). Always 1. | |||||||||||||||||||||
96 | 58 | Rock Platform (V) | ||||||||||||||||||||||
97 | 59 | Turnblock Bridge (H+V) | Movement phase. Mod 4: 0 = extend horizontally, 1 = retract horizontally 2 = extend vertically, 3 = retract vertically | Distance currently extended. | Timer to wait before extending/retracting. | |||||||||||||||||||
98 | 5A | Turnblock Bridge (H) | ||||||||||||||||||||||
99 | 5B | Brown Platform (float) | Flag that Mario is on the platform. Also used during initialization to divide finding a water tile over multiple frames. (not used for the orange platform when flying) | Flag for the type of platform. Doesn't affect interaction. 0 = brown, 1 = checkered | ||||||||||||||||||||
100 | 5C | Checker Platform (float) | Flag set if sprite buoyancy isn't enabled. |