NSMB2 Sprite Database


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Click here for an automatically generated version of spritedata.xml for CoinKiller.
Some objects may be marked not used. This is because 1) they are really unused or 2) they have no spritedata to go along with it.
Here is how the system works. All of the sprites, used and unused, are listed here. You document the data of the sprite, and mark it.


ID:Name:
0Autoscrolling Controller
Triggering Event ID: value at nybbles 0-1 (comment: When triggered, the controller will start moving.)
Target Event ID: value at nybbles 2-3 (comment: The event to trigger upon reaching the final node. Only works with ending behaviors 0 and 3.)
Midway Starting Node: value at nybbles 4-5 (comment: Value+1. The path node that movement should start from if the level is entered from a checkpoint.)
Starting Behavior: list at nybbles 6: 0=Lock All Camera Movement, 1=Unlock Y-Axis Movement, 2=Unlock X-Axis Movement, 3=Autostart (comment: Determines how the controller will act when starting.)
Ending Behavior: list at nybbles 7: 0=Unlocks Camera Movement, 1=Repeat Camera Movement, 2=Maintain Existing Locks, 3=Lock Backwards X-Axis Movement (comment: Determines how the controller will act when ending.)
Repeat Start Node: value at nybbles 8-9 (comment: For ending behavior 1; the node to move backwards to before repeating.)
Linear Movement: checkbox on nybbles 10 with mask 1 (comment: If checked, the autoscroller will move linearly along the path.)
Path ID: value at nybbles 11 (comment: The path the autoscroller will follow.)
Entrance ID: value at nybbles 16-17 (comment: The entrance ID to map to a starting node.)
Entrance Starting Node: value at nybbles 18-19 (comment: Once the entrance ID has been exited, the controller will scroll to this path node.)
1Pipe Bubbles
Triggering Event ID: value at nybbles 0-1 (comment: Turns off while the specified Event ID is activated.)
Just Bubbles: checkbox on nybbles 4 with mask (comment: When checked only the bubbles will be shown. (Nothing will be visible if placed outside water.))
Push Distance: list at nybbles 10: 0=7 Tiles, 1=6 Tiles, 2=5 Tiles, 3=4 Tiles, 8=4 Tiles (Line of Bubbles) (comment: Controls the distance of the water flow. 8 is unused and creates large bubbles that run across the screen.)
Orientation: list at nybbles 11: 0=Pipe Up, 1=Pipe Down, 2=Pipe Right, 3=Pipe Left (comment: Which way the pipe its placed on is facing.)
2Downwards Water Pull
Width: list at nybbles 4: 0=10 Tiles, 1=5 Tiles (comment: When 1 or above the size is always 5 tiles.)
Unknown Value 6: value at nybbles 11
3Cheep Chomp
Triggering Event ID: value at nybbles 0-1 (comment: When the Event ID is triggered, the Cheep Chomp will move away towards a direction.)
Triggering Behavior: list at nybbles 4: 0=Moves Straight in Current Direction, 1=Swims Right (comment: A Value of 0 Makes the Cheep Chomp Swim straight in the direction it is currently facing. A Value of 1 makes it turn to swim off the right of the screen.)
Unknown Value 12: value at nybbles 5
4Burner - Right
Pauses: checkbox on nybbles 4 with mask 1 (comment: When checked, the burner does not stay on constantly.)
Pause Time: value at nybbles 5 (comment: Increases how long the burner pauses for. (Requires Nybble 4 to have a value of 1)))
Longer Flame: checkbox on nybbles 10 with mask 1 (comment: Makes the fire longer.)
Has No Collision: checkbox on nybbles 19 with mask 1 (comment: When checked, the burner will have no collision. [Unused])
5Burner - Down
Pauses: checkbox on nybbles 4 with mask 1 (comment: When checked, the burner does not stay on constantly.)
Pause Time: value at nybbles 5 (comment: Increases how long the burner pauses for. (Requires Nybble 4 to have a value of 1)))
Longer Flame: checkbox on nybbles 10 with mask 1 (comment: Makes the fire longer.)
Has No Collision: checkbox on nybbles 19 with mask 1 (comment: When checked, the burner will have no collision. [Unused])
6Burner - Left
Pauses: checkbox on nybbles 4 with mask 1 (comment: When checked, the burner does not stay on constantly.)
Pause Time: value at nybbles 5 (comment: Increases how long the burner pauses for. (Requires Nybble 4 to have a value of 1)))
Longer Flame: checkbox on nybbles 10 with mask 1 (comment: Makes the fire longer.)
Has No Collision: checkbox on nybbles 19 with mask 1 (comment: When checked, the burner will have no collision. [Unused])
7Burner - Up
Pauses: checkbox on nybbles 4 with mask 1 (comment: When checked, the burner does not stay on constantly.)
Pause Time: value at nybbles 5 (comment: Increases how long the burner pauses for. (Requires Nybble 4 to have a value of 1)))
Longer Flame: checkbox on nybbles 10 with mask 1 (comment: Makes the fire longer.)
Has No Collision: checkbox on nybbles 19 with mask 1 (comment: When checked, the burner will have no collision. [Unused])
8Swooper
Swoop Short Distance: checkbox on nybbles 9 with mask (comment: When checked, when the swooper drops down to begin moving in the direction of the player, the swooper will not swoop doward as low.)
Behavior: list at nybbles 11: 0=Flies when close, 1=Flies when directly under (comment: Used in coin rush level 14-1)
9Whomp
Spawned Object Target Event ID: value at nybbles 0-1 (comment: This target event ID will be passed to the spawned object; useful for red rings, star coins, etc.)
Red Coin Ring Reward: list at nybbles 4: 0=Fire Flower, 1=Gold Flower Card, 2=Gold Flower Card (No 1-Up), 3=Super Leaf (comment: 2 always rewards a gold flower card, no matter what.)
Star/Moon Coin Number: list at nybbles 5: 0=One, 1=Two, 2=Three (comment: Determines what star coin to spawn.)
Roulette Block Contents: list at nybbles 6: 0=Fire Flower and Star, 1=Gold Flower and Super Leaf, 2=Super Leaf and Star, 3=Super Star, 4=Fire Flower and Gold Flower (comment: Determines the contents of the Roulette Block.)
Object to Spawn: list at nybbles 7: 0=Nothing, 1=Roulette Block, 2=Star Coin, 3=Red Coin Ring, 4=Coins, 5=Moon Coin, 6=ScCourse 0x0010 (Crash), 7=BsRoot? 0x0000 (smoke) (comment: If Movement = Walks, this object appears when the Whomp is KO'd. If Movement = Still, it is appeared when the Whomp is down. Star Coin is Unused.)
Patrol Range: value at nybbles 8 (comment: Determines how far the whomp will walk. Value 0 produces a patrol range of one block on each side, but the Whomp will ignore the range after being angered once. Non-default values behave as expected.)
Direction: list at nybbles 9: 0=Left, 1=Right, 2=Towards Player (comment: Determines the direction the whomp will face when spawned.)
Stays Still: checkbox on nybbles 10 with mask (comment: Controls whether or not the Whomp walks.)
Big: checkbox on nybbles 11 with mask (comment: Also increases amount of coins, if Object is is set to Coins.)
10Switchable Conveyor Belt - Lemmy Koopa Battle
Triggering Event ID: value at nybbles 0-1 (comment: What Event ID triggers the conveyor belt.)
Collider Width: value at nybbles 11 (comment: Determines how wide the collision for the platform is. (Set this to 12 to have the collider correctly match the model))
11Water Flow
Triggering Event ID: value at nybbles 0-1 (comment: This Event ID triggers the flow turning off.)
Location ID: value at nybbles 4-5 (comment: What location the water flow should be in.)
Strength: list at nybbles 10: 0=Strongest, 1=Strong, 2=Weak, 3=Weakest (comment: Controls the strength of the flow.)
Direction: list at nybbles 11: 0=Up, 1=Down, 2=Right, 3=Left (comment: The direction of the water flow.)
12Lava
Triggering Event ID [Deprecated]: value at nybbles 0-1 (comment: Same as Triggering Event ID (2-3), but with less features.)
Triggering Event ID: value at nybbles 2-3 (comment: Triggers liquid movement as specified by the speed/distance settings. If combined with "Rising Lava", allows enabling/disabling the rising/lowering behavior.)
Speed/Direction: list at nybbles 4: 0=No Movement, 1=Up - Normal, 2=Up - Fast, 3=Up - Faster, 4=Up - Slow, 5=Up - Slowest, 6=Up - Slower, 7=Up - Normal, 8=No Movement, 9=Down - Normal, 10=Down - Fast, 11=Down - Faster, 12=Down - Slow, 13=Down - Slowest, 14=Down - Slower, 15=Down - Normal (comment: The speed and direction of liquid movement. If no Event ID is set, moves endlessly upward.)
Lowering Delay: value at nybbles 5 (comment: Time it takes before the liquid lowers.)
Rising Delay: value at nybbles 6 (comment: Time it takes before the liquid rises.)
Movement Distance: value at nybbles 7-8 (comment: The base movement distance, in tiles.)
Rising/Lowering Lava: checkbox on nybbles 9 with mask 1 (comment: Makes the lava rise/lower when checked.)
Topless: checkbox on nybbles 9 with mask 8 (comment: Removes the top.)
13Poison
Triggering Event ID [Deprecated]: value at nybbles 0-1 (comment: Same as Triggering Event ID (2-3), but with less features.)
Triggering Event ID: value at nybbles 2-3 (comment: Triggers liquid movement as specified by the speed/distance settings. If combined with "Rising Poison", allows enabling/disabling the rising/lowering behavior.)
Speed/Direction: list at nybbles 4: 0=No Movement, 1=Up - Normal, 2=Up - Fast, 3=Up - Faster, 4=Up - Slow, 5=Up - Slowest, 6=Up - Slower, 7=Up - Normal, 8=No Movement, 9=Down - Normal, 10=Down - Fast, 11=Down - Faster, 12=Down - Slow, 13=Down - Slowest, 14=Down - Slower, 15=Down - Normal (comment: The speed and direction of liquid movement.)
Lowering Delay: value at nybbles 5 (comment: Time it takes before the liquid lowers.)
Rising Delay: value at nybbles 6 (comment: Time it takes before the liquid rises.)
Movement Distance: value at nybbles 7-8 (comment: The base movement distance, in tiles.)
Rising/Lowering Poison: checkbox on nybbles 9 with mask 1 (comment: Makes the poison rise/lower when checked.)
Topless: checkbox on nybbles 9 with mask 8 (comment: Removes the top.)
14Cloud FG Effect
15Water
Triggering Event ID [Deprecated]: value at nybbles 0-1 (comment: Same as Triggering Event ID (2-3), but with less features.)
Triggering Event ID: value at nybbles 2-3 (comment: Triggers liquid movement as specified by the speed/distance settings. If combined with "Rising Water", allows enabling/disabling the rising/lowering behavior.)
Speed/Direction: list at nybbles 4: 0=No Movement, 1=Up - Normal, 2=Up - Fast, 3=Up - Faster, 4=Up - Slow, 5=Up - Slowest, 6=Up - Slower, 7=Up - Normal, 8=No Movement, 9=Down - Normal, 10=Down - Fast, 11=Down - Faster, 12=Down - Slow, 13=Down - Slowest, 14=Down - Slower, 15=Down - Normal (comment: The speed and direction of liquid movement.)
Lowering Delay: value at nybbles 5 (comment: Time it takes before the liquid lowers.)
Rising Delay: value at nybbles 6 (comment: Time it takes before the liquid rises.)
Movement Distance: value at nybbles 7-8 (comment: The base movement distance, in tiles.)
Rising/Lowering Water: checkbox on nybbles 9 with mask 1 (comment: Makes the water rise/lower when checked.)
Underwater Lighting: checkbox on nybbles 9 with mask 8 (comment: Uses alternate texture for underwater lighting.)
Appear Behind Layer 1: checkbox on nybbles 9 with mask 2 (comment: Makes the water appear behind Mario (and likely other objects). Does not affect tiles.)
Underwater Transparency Level: list at nybbles 11: 0=Normal, 1=Transparent, 2=Very Transparent (comment: Adjusts the transparency level of the water when "Underwater Lighting" is checked.)
16Amp
Shift 1/2 Block Right: checkbox on nybbles 10 with mask 1
Shift 1/2 Block Down: checkbox on nybbles 10 with mask 2
Behind Layer 1: checkbox on nybbles 11 with mask 1 (comment: Appear behind layer 1. Unchecked: 1500.0, Checked: -2500.0)
17Amp Circle
Triggering Event ID: value at nybbles 0-1 (comment: When triggered the coins will spawn.)
Coins Above Amps: checkbox on nybbles 5 with mask (comment: If checked, the coins will appear above the amps.)
Circle Radius: value at nybbles 6 (comment: Value +1.5.)
Number of Amps: value at nybbles 7 (comment: The number of Amps in the circle. Value +1.)
Coin Type: list at nybbles 8: 0=Normal, 1=Blue Coin (comment: Determines the type of coin the circle will use.)
Visible Rail: checkbox on nybbles 9 with mask 1 (comment: If checked, a rail will be shown.)
Rotation Speed: list at nybbles 10: 0=Slow, 1=Medium, 2=Fast, 14=Static (comment: The speed of the Amps as they rotate. Any values equal to or above 3 return 0.)
Movement Direction: list at nybbles 11: 0=Clockwise, 1=Counterclockwise (comment: The direction the Amps spin in.)
Unknown Value 13: value at nybbles 13
Gap Replacement: list at nybbles 15: 0=Empty, 1=Coins, 2=Entire Circle is Coins (comment: Coins in circle jump up 1 tile after level fade-in.)
Amp Gap Position: bitfield at nybbles 16-19 (comment: The gap where the player can jump through.)
18Tile Creater/Destroyer (Tile God Event)
Triggering Event ID: value at nybbles 0-1 (comment: What Event ID triggers the action.)
Tiles Are Permanent : checkbox on nybbles 4 with mask 1 (comment: Tiles created by the Tilegod will not despawn.)
Disable when Reloaded: checkbox on nybbles 5 with mask (comment: If the sprite gets reloaded (when in the camera's range) when it has already been activated at least once, it will no longer be reactivatable.)
Pattern: list at nybbles 7: 0=All Tiles, 1=Alternating, 2=Alternating type 2 (comment: Determines the pattern the spawned tiles will be in.)
Tile Index: list at nybbles 8: 0=Red Block (ID 27), 1=Brick Block (ID 20), 2=Coin (ID 15), 3=Stone Block (ID 24), 4=Wood Block (ID 23), 5=Wood Block (ID 23), 6=Blue Block (ID 19) (comment: Determines the index into the Tileset to use. Values of 7 and above are invalid and will give unexpected results.)
Action: list at nybbles 9: 0=Destroy, 1=Create (comment: The action the tile god should do.)
Despawn Self: checkbox on nybbles 10 with mask 1 (comment: If enabled the Tilegod will despawn itself after 1 frame. Can be used to trigger changes that only happen while the Tilegod is not in view of the player. Requires "Tiles Are Permanent" to be enabled for creation to function correctly.)
Smoke Effect: checkbox on nybbles 11 with mask (comment: Adds a smoke poof effect when a tile is created or destroyed.)
Width Overflow: value at nybbles 13 (comment: 0 is same as 1. Expands to the left.)
Height Overflow: value at nybbles 15 (comment: 0 is same as 1. Expands upwards.)
Width: value at nybbles 17 (comment: 0 is same as 1. Expands to the right.)
Height: value at nybbles 19 (comment: 0 is same as 1. Expands downwards.)
19Desert Crater
Target Event ID: value at nybbles 0-1 (comment: Switches on when exploded by a Bob-omb.)
20Gold Block
Behavior: list at nybbles 10: 0=Normal, 1=Spouting Coins (comment: [Unused])
21Note Block
Width (Buggy): value at nybbles 8 (comment: Sets the width = n+1 tiles. Collision is not changed. [Unused])
Unknown Value 9: value at nybbles 9 (comment: Max value is 0x0F. Seems to be be used in odd/even patterns.)
Auto Triggered - Uses Tileset Tile: checkbox on nybbles 11 with mask (comment: Uses slot 1 tileset tile with id 98 [Unused])
Item: list at nybbles 19: 0=None, 1=Coin, 2=Fire Flower, 3=None 2, 4=Super Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star if invincible, 9=???, 10=Multi Coin Block, 11=1-UP, 12=None 3, 13=Springboard, 14=Mushroom if small, 15=None 4 (comment: The item is only spawned if the block is hit from below.)
22Special Exit Controller (Warp Entrance)
Triggering Event ID 1: value at nybbles 0-1 (comment: Broken; Mario gets stuck if after touching warp area if this is set to >0, even if flag is/gets activated.)
Triggering Event ID 2: value at nybbles 2-3 (comment: Same as Triggering Event ID 1)
Trigger Point: list at nybbles 4: 0=On contact with edge, 1=On contact with center (comment: Determines the part of the warp that will trigger the exit.)
Mario Movement: list at nybbles 5: 0=Normal, 4=Cannon end, 8=Walk right, 12=Walk left (comment: 4=Mario jumps while saying "wahee" and the level is completed with the normal exit. With this, the Entrance ID doesn't matter.)
Entrance ID Overflow: value at nybbles 6 (comment: Adds 16*n to the Entrance ID. Used to set Entrance IDs above 15.)
Required Player Movement: list at nybbles 7: 0=None, 1=On vine, 2=Falling, 3=Flying from Pipe Cannon, 4=Standing
Width: value at nybbles 9
Height: value at nybbles 10 (comment: )
Entrance ID: value at nybbles 11 (comment: The actor warps Mario to the destination of this entrance.)
23Respawnable Hidden Block
Horizontal Direction To Tile: list at nybbles 7: 0=Left, 1=Right (comment: Determines the horizontal direction to check for a tile.)
Horizontal Distance To Tile: value at nybbles 8 (comment: Determines the horizontal offset to the tile.)
Vertical Direction To Tile: list at nybbles 9: 0=Up, 1=Down (comment: Determines the vertical direction to check for a tile.)
Vertical Distance To Tile: value at nybbles 10 (comment: Determines the vertical offset to the tile.)
24Flying ? Block
Move Left: checkbox on nybbles 7 with mask (comment: Ignores the behavior nybble, and if checked, will move left instead of right.)
Behavior: list at nybbles 10: 0=Right, 1=Short Back and Forth, 2=Up and Down, 3=Still
Color: list at nybbles 11: 0=Yellow (Overworld), 1=Blue (Underground), 2=Grey (Snow), 3=Red (Lava) (comment: The color of the Flying ? Block. Hit animations stay yellow, however.)
Contents: list at nybbles 19: 0=Nothing, 1=Coin, 2=Fire Flower, 4=Super Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Super Star, 8=Super Star/Coin, 9=Mega Mushroom, 10=Ten Coins, 11=1-Up Mushroom, 13=Trampoline, 14=Super Mushroom/Coin (comment: 10="Wings fall off" effect plays every time block is hit.)
25Fly Away ? Block (contains 1-Up)
Color: list at nybbles 9: 0=Yellow (Overworld), 1=Blue (Underground), 2=Grey (Snow), 3=Red (Lava) (comment: You probably have to use the proper stage tileset to have these be correct before hit.)
Moves Faster: checkbox on nybbles 10 with mask (comment: When checked, the flying block will move faster.)
Behavior: list at nybbles 11: 0=Instantly Grows Wings, 1=Moves upright then grows wings, 2=Moves further upright then grows wings
26Roulette Block
Unknown Whomp-related Flag: checkbox on nybbles 18 with mask (comment: This flag is on when spawned by a Whomp.)
Contents: list at nybbles 19: 0=Fire Flower and Star, 1=Gold Flower and Super Leaf, 2=Super Leaf and Star, 3=Super Star, 4=Fire Flower and Gold Flower (comment: This powerup will be in-between the Super Mushroom (first item) and 1-Up Mushroom (last item). 3 is unused.)
[Broken] ID: value at nybbles 20-21 (comment: Broken; If set to any value greater than 0, the item in the roulette will disappear when hit.)
27POW Block
Automatically Triggered: checkbox on nybbles 11 with mask (comment: When checked, the powblock will act as if it has been hit upon being loaded. [Unused])
28Movement-controlled POW Block
Automatically Triggered: checkbox on nybbles 11 with mask (comment: When checked, the powblock will act as if it has been hit upon being loaded.)
Movement ID: value at nybbles 20-21
29Bob-omb
Pipe-spawned Direction: list at nybbles 0: 0=Up, 1=Down, 2=Left, 3=Right (comment: Is used if Behavior is set to 1. Values > 3 loops.)
Behavior: list at nybbles 4: 0=Normal, 1=From Pipe, 2=Shot From Cannon, 3=About to Explode (comment: [Unused])
Z-Order Modifier: value at nybbles 5 (comment: This field is used by the Enemy Generator for Pipe and increases by 1 each time a new enemy is spawned.)
Unknown Flag 9: checkbox on nybbles 9 with mask (comment: Set to 1 if the Enemy Generator for Pipe's Unknown 8 setting value is odd.)
Cannon Shot Direction: list at nybbles 10: 0=Up-Right, 1=Up-Left, 2=Down-Right, 3=Down-Left, 4=Higher Up-Right, 5=Higher Up-Left (comment: Used internally by the Parabomb Cannon (215). Values 2 and 3 are used when the Rotation of the Cannon is set to 1. Values 4 and 5 don't seem to be accessible when using the Cannon.)
Ignore Tile Behaviors: checkbox on nybbles 13 with mask 1 (comment: Slopes and semisolids will be seen as full solid by the enemy.)
30Castle Boss Controller
Autowalk Distance: value at nybbles 10 (comment: The number of tiles mario will walk into the arena before the cutscene starts.)
Cutscene: list at nybbles 11: 0=World 1, 1=World 2, 2=World 3, 3=World 4, 4=World 8, 5=World 7, 6=World 5
31Boomerang Bro.
Jump Frequency: list at nybbles 11: 0=More, 1=Average, 2=Less, 3=Never (comment: How frquently the Boomerang Bro will jump.)
Doesn't Jump Down: checkbox on nybbles 13 with mask 1 (comment: If checked the Boomerang Bro will not jump below the platform it is stood on.)
32Fire Bro.
Defunct Gold Ring Flag: value at nybbles 0-1 (comment: Defunct Triggering Event that was presumably required for Gold Ring functionality at one point.)
Jump Frequency: list at nybbles 11: 0=More, 1=Average, 2=Less, 3=Never (comment: How frquently the Fire Bro will jump.)
Doesn't Jump Down: checkbox on nybbles 13 with mask 1 (comment: If checked the Fire Bro will not jump below the platform it is stood on.)
33Hammer Bro.
Jump Frequency: list at nybbles 11: 0=More, 1=Average, 2=Less, 3=Never (comment: How frquently the Hammer Bro will jump.)
Doesn't Jump Down: checkbox on nybbles 13 with mask 1 (comment: If checked the Hammer Bro will not jump below the platform it is stood on.)
34Sledge Bro.
Jump Frequency: list at nybbles 11: 0=More, 1=Average, 2=Less, 3=Never (comment: How frquently the Sledge Bro will jump.)
Doesn't Jump Down: checkbox on nybbles 13 with mask 1 (comment: If checked the Sledge Bro will not jump below the platform it is stood on.)
35Lava Bubble
Unknown Value 5: value at nybbles 10
Time Between Jumps: value at nybbles 11 (comment: In seconds)
36Arched Lava Bubble
Triggering Event ID: value at nybbles 0-1
Direction: list at nybbles 7: 0=Left, 1=Right
Lava Bubble Count: value at nybbles 8 (comment: Delay between lava bubbles..)
Movement: list at nybbles 11: 0=12 Tiles Horizontal - 6 Vertical, 1=10 Tiles Horizontal - 8 Vertical, 2=18 Tiles Horizontal - 6 Vertical, 3=18 Tiles Horizontal - 7 Vertical (Fast), 4=9 Tiles Horizontal - 7 Vertical (Fast), 5=6 Tiles Horizontal - 9 Vertical, 6=16 Tiles Horizontal - 9 Vertical, 7=Up (Permanent), 8=Nothing?, 9=Up (Permanent and Fast), 10=Up and opposite direction (Permanent), 11=Static and Facing Drection, 12=Static and Facing Drection, 13=Up (Permanent), 14=No (comment: Movement and distance for the lava bubbbles.)
37*Reznor Cutscene Controller - Roy (Unused)
38Reznor Wheel
Counter-clockwise: checkbox on nybbles 7 with mask 1 (comment: Rotates counter-clockwise instead of clockwise.)
Big Wheel: checkbox on nybbles 8 with mask 1 (comment: When checked, the reznor wheel will be a big reznor wheel.)
Less Frequent Fire: checkbox on nybbles 9 with mask 1 (comment: When checked, reznor will breath fire less frequent.)
Location ID: value at nybbles 10 (comment: Sets the location used to initialise the fight.)
Reznor Positions: bitfield at nybbles 11 (comment: 1 is enabled, 0 is disabled)
Reznor Positions (Big Wheel Only): bitfield at nybbles 19 (comment: 1 is enabled, 0 is disabled)
39Reznor Battle Bridge
Length: value at nybbles 9-10 (comment: Adds n*1 tiles to the total length.)
Breaking Direction: list at nybbles 11: 0=Right to Left, 1=Left to Right (comment: Sets the direction the platform with break in.)
40! Burner - Right
Long Flame: checkbox on nybbles 10 with mask
Direction (Deprecated): list at nybbles 11: 0=Right, 1=Left, 2=Up, 3=Down (comment: Early leftovers.)
Has No Collision: checkbox on nybbles 19 with mask 1 (comment: When checked, the burner will have no collision. [Unused])
41! Burner - Down
Long Flame: checkbox on nybbles 10 with mask
Direction (Deprecated): list at nybbles 11: 0=Right, 1=Left, 2=Up, 3=Down (comment: Early leftovers.)
Has No Collision: checkbox on nybbles 19 with mask 1 (comment: When checked, the burner will have no collision. [Unused])
42! Burner - Left
Long Flame: checkbox on nybbles 10 with mask
Direction (Deprecated): list at nybbles 11: 0=Right, 1=Left, 2=Up, 3=Down (comment: Early leftovers.)
Has No Collision: checkbox on nybbles 19 with mask 1 (comment: When checked, the burner will have no collision. [Unused])
43! Burner - Up
Long Flame: checkbox on nybbles 10 with mask
Direction (Deprecated): list at nybbles 11: 0=Right, 1=Left, 2=Up, 3=Down (comment: Early leftovers.)
Has No Collision: checkbox on nybbles 19 with mask 1 (comment: When checked, the burner will have no collision. [Unused])
44Rail-controlled Burner - Four Directions
Pauses: checkbox on nybbles 4 with mask 1 (comment: When checked, the flame will pause every 5 seconds.)
Pause Time: value at nybbles 5 (comment: Increases how long the burner pauses for. (Requires Nybble 4 to have a value of 1)))
Flame Direction: bitfield at nybbles 6 (comment: Determines which sides the flames will come from.)
Speed: list at nybbles 8: 4=Slowest, 5=Slower, 6=Slow, 0=Medium Slow, 1=Medium Fast, 2=Fast, 7=Faster, 3=Fastest (comment: From slowest to fastest: 4, 5, 6, 0, 1, 2, 7, 3)
Initial Direction: list at nybbles 9: 0=Up/Right, 1=Down/Left (comment: Determines the initial direction of the burner.)
Longer Flame: checkbox on nybbles 10 with mask 1 (comment: When checked the flame will be longer.)
Not On A Track: checkbox on nybbles 11 with mask 1 (comment: Check this if the burner isn't placed on a track.)
Location ID: value at nybbles 12-13 (comment: Won't despawn off-screen if the location is on-screen.)
Has No Collision: checkbox on nybbles 19 with mask 1 (comment: When checked, the burner will have no collision. [Unused])
45Rail-controlled Burner - Right
Pauses: checkbox on nybbles 4 with mask 1 (comment: When this is checked, the burner will stop emitting a flame for a constant amount of time.)
Pause Time: value at nybbles 5 (comment: Increases how long the burner pauses for. (Requires Nybble 4 to have a value of 1)))
Speed: list at nybbles 8: 4=Slowest, 5=Slower, 6=Slow, 0=Medium Slow, 1=Medium Fast, 2=Fast, 7=Faster, 3=Fastest (comment: From slowest to fastest: 4, 5, 6, 0, 1, 2, 7, 3)
Initial Direction: list at nybbles 9: 0=Up/Right, 1=Down/Left (comment: Determines the initial direction of the burner.)
Long Flame: checkbox on nybbles 10 with mask 1 (comment: Has a longer flame when checked.)
Not On A Track: checkbox on nybbles 11 with mask 1 (comment: Check this if the burner isn't placed on a track.)
Location ID: value at nybbles 12-13 (comment: Won't despawn off-screen if the location is on-screen.)
Has No Collison: checkbox on nybbles 19 with mask 1 (comment: When checked, the burner will have no collision. [Unused])
46Rail-controlled Burner - Down
Pauses: checkbox on nybbles 4 with mask 1 (comment: When this is checked, the burner will stop emitting a flame for a constant amount of time.)
Pause Time: value at nybbles 5 (comment: Increases how long the burner pauses for. (Requires Nybble 4 to have a value of 1)))
Speed: list at nybbles 8: 4=Slowest, 5=Slower, 6=Slow, 0=Medium Slow, 1=Medium Fast, 2=Fast, 7=Faster, 3=Fastest (comment: From slowest to fastest: 4, 5, 6, 0, 1, 2, 7, 3)
Initial Direction: list at nybbles 9: 0=Up/Right, 1=Down/Left (comment: Determines the initial direction of the burner.)
Long Flame: checkbox on nybbles 10 with mask 1 (comment: Has a longer flame when checked.)
Not On A Track: checkbox on nybbles 11 with mask 1 (comment: Check this if the burner isn't placed on a track.)
Location ID: value at nybbles 12-13 (comment: Won't despawn off-screen if the location is on-screen.)
Has No Collision: checkbox on nybbles 19 with mask 1 (comment: When checked, the burner will have no collision. [Unused])
47Rail-controlled Burner - Left
Pauses: checkbox on nybbles 4 with mask 1 (comment: When this is checked, the burner will stop emitting a flame for a constant amount of time.)
Pause Time: value at nybbles 5 (comment: Increases how long the burner pauses for. (Requires Nybble 4 to have a value of 1)))
Speed: list at nybbles 8: 4=Slowest, 5=Slower, 6=Slow, 0=Medium Slow, 1=Medium Fast, 2=Fast, 7=Faster, 3=Fastest (comment: From slowest to fastest: 4, 5, 6, 0, 1, 2, 7, 3)
Initial Direction: list at nybbles 9: 0=Up/Right, 1=Down/Left (comment: Determines the initial direction of the burner.)
Long Flame: checkbox on nybbles 10 with mask 1 (comment: Has a longer flame when checked.)
Not On A Track: checkbox on nybbles 11 with mask 1 (comment: Check this if the burner isn't placed on a track.)
Location ID: value at nybbles 12-13 (comment: Won't despawn off-screen if the location is on-screen.)
Has No Collision: checkbox on nybbles 19 with mask 1 (comment: When checked, the burner will have no collision. [Unused])
48Rail-controlled Burner - Up
Pauses: checkbox on nybbles 4 with mask 1 (comment: When this is checked, the burner will stop emitting a flame for a constant amount of time.)
Pause Time: value at nybbles 5 (comment: Increases how long the burner pauses for. (Requires Nybble 4 to have a value of 1)))
Speed: list at nybbles 8: 4=Slowest, 5=Slower, 6=Slow, 0=Medium Slow, 1=Medium Fast, 2=Fast, 7=Faster, 3=Fastest (comment: From slowest to fastest: 4, 5, 6, 0, 1, 2, 7, 3)
Initial Direction: list at nybbles 9: 0=Up/Right, 1=Down/Left (comment: Determines the initial direction of the burner.)
Long Flame: checkbox on nybbles 10 with mask 1 (comment: Has a longer flame when checked.)
Not On A Track: checkbox on nybbles 11 with mask 1 (comment: Check this if the burner isn't placed on a track.)
Location ID: value at nybbles 12-13 (comment: Won't despawn off-screen if the location is on-screen.)
Has No Collision: checkbox on nybbles 19 with mask 1 (comment: When checked, the burner will have no collision. [Unused])
49Ludwig von Koopa Battle - Chain
Chain Number: list at nybbles 4: 0=Chain 1, 1=Chain 2, 2=Chain 3, 3=Chain 4, 4=Chain 5 (comment: This is used to determine the order Ludwig jumps across the chains. Ludwig enters on chain 4.)
Start Higher Up: checkbox on nybbles 6 with mask 1 (comment: If checked the chain will be offset up 1 tile until the battle starts.)
Swing Amount: value at nybbles 10 (comment: Determines how much the chain will swing. Used for phase 3.)
Length: value at nybbles 11 (comment: Length of the chain.)
50Ludgwig Battle Chain Controller
51Fuzzy
Triggering Event ID: value at nybbles 0-1 (comment: Spawned when this event is activated.)
Triggering Event ID (Duplicate): value at nybbles 2-3 (comment: Takes priority over the other ID if set.)
Event Behavior: list at nybbles 8: 0=Spawn, 1=Despawn
Big: checkbox on nybbles 9 with mask 1 (comment: Makes the fuzzy bigger.)
Speed: list at nybbles 10: 4=Slowest, 5=Slower, 6=Slow, 0=Medium Slow, 1=Medium Fast, 2=Fast, 7=Faster, 3=Fastest
Move Left/Down: checkbox on nybbles 11 with mask 1 (comment: Makes the fuzzy move leftward or downward.)
Location ID: value at nybbles 12-13 (comment: Won't despawn off-screen if the location is on-screen.)
52Checkpoint Flag
Entrance ID: value at nybbles 6-7 (comment: The entrance the player will respawn at.)
Coinrush Timer Value: list at nybbles 9: 0=100 seconds, 1=50 seconds, 3=150 seconds, 4=200 seconds (comment: Ammount of time to add to the timer upon touching the flag.)
Checkpoint Number: list at nybbles 11: 0=One, 1=Two (comment: Determines the checkpoint number.)
53Rotation Controller - Swaying
Initial Movement: list at bits 36: 0=Counterclockwise, 1=Clockwise
Initial Behavior: list at bits 38-39: 0=Auto Start, 1=Event Triggered (One Swing), 2=Event Triggered (comment: If set to Event Triggered, it cannot be deactivated afterwards.)
Triggering Event ID: value at nybbles 0-1
Pre-Rotation: list at nybbles 5: 0=No Arc, 1=22.5, 2=45, 3=67.5, 4=90 (Clockwise), 5=112.5 (Clockwise), 6=135 (Clockwise), 7=157.5 (Clockwise), 8=180 (Clockwise), 9=202.5 (Clockwise), 10=225 (Clockwise), 11=247.5 (Clockwise), 12=270, 13=292.5,14=315, 15=337.5 (comment: Calculated as (Swing Arc / 2 * cos(value)). On level load, sprites will jump to a position as if they had already rotated this many degrees, then they will start rotating. Direction is inverted when Initial Movement is set to Clockwise.)
Arc Middle Rotation: list at nybbles 9: 0=None, 1=22.5, 2=45, 3=67.5, 4=90, 5=112.5, 6=135, 7=157.5, 8=180, 9=202.5, 10=225, 11=247.5, 12=270, 13=292.5, 14=315, 15=337.5 (comment: Determines the center position of the swing.)
Delay: value at nybbles 12 (comment: Delay between swaying clockwise and counterclockwise. 0 is no delay. Higher values take longer.)
Swing Arc (Rotation Distance): list at nybbles 14: 0=No Arc, 1=22.5, 2=45, 3=67.5, 4=90, 5=112.5, 6=135, 7=157.5, 8=180, 9=202.5, 10=225, 11=247.5, 12=270, 13=292.5,14=315, 15=337.5
Speed of Rotation: value at nybbles 15 (comment: 0 doesn't sway. Higher values are faster.)
Rotation ID: value at nybbles 20-21
54Rotation Controller - Spinning
Triggering Event ID: value at nybbles 0-1
Starting Rotation Offset: list at nybbles 4: 0=0°, 1=22.5°, 2=45°, 3=67.5°, 4=90°, 5=112.5°, 6=135°, 7=157.5°, 8=180°, 9=202.5°, 10=225°, 11=247.5°, 12=270°, 13=292.5°, 14=315°, 15=337.5° (comment: Sets the intital rotation for this controller. Some sprites will ignore this if the event mode is set to 1 or 2, unless a setting is enabled in the sprite. This value is doubled for coins and bricks if event mode is set to event triggered.)
Rotation Distance: list at nybbles 5: 0=0°, 1=22.5°, 2=45°, 3=67.5°, 4=90°, 5=112.5°, 6=135°, 7=157.5°, 8=180°, 9=202.5°, 10=225°, 11=247.5°, 12=270°, 13=292.5°, 14=315°, 15=337.5° (comment: Determines how far this controller will rotate.)
Event Mode: list at nybbles 7: 0=Event Triggered - Rotates Back When Deactivated (Fastest), 1=Already Spinning - Event Reverses Direction, 2=Continuous Spinning While Event Active, 4=Event Triggered - Rotates Back When Deactivated (Slow), 8=Event Triggered - Rotates Back When Deactivated (Slowest) (comment: This changes how events interact with this rotation controller.)
Spin Clockwise: checkbox on nybbles 8 with mask
Coin Sound: checkbox on nybbles 9 with mask 2 (comment: This effect requires coins, star/moon coins or brick/hard/questionmark blocks to be paired to the controller.)
Screen Shake For Direction Change: checkbox on nybbles 9 with mask 1 (comment: This effect requires event mode to be set to 4 or 8. This effect is activated only when the rotation is interrupted.)
Speed of Rotation: list at nybbles 15: 4=Slowest, 7=Slower, 0=Slow, 1=Medium 1, 2=Medium 2, 3=Fast, 5=Faster, 6=Fastest
Rotation ID: value at nybbles 20-21
55Coin
Hidden: checkbox on nybbles 4 with mask 1 (comment: When checked, the coin will appear below layer 1 tiles, but will be uncollectable if not fully visible.)
Unknown Value 12 : value at nybbles 5
Unknown Value 9: value at nybbles 6
Spawn Behavior: list at nybbles 7: 0=Normal, 2=Smoke Effect (comment: Changes how the coin spawns. Is probably used internally when spawning coins. [Unused])
Temporary Coin: checkbox on nybbles 8 with mask 1 (comment: Causes the coin to despawn after a couple of seconds, similar to a coin dropped by an enemy. [unused])
Z-Order: list at nybbles 9: 0=Above layer 1, 1=Uncollectable Below layer 1, 2=Below layer 1 (comment: Determines the Z position of the coin. Values > 2 are the same as 2.)
56Coin in Bubble
Triggering Event ID: value at nybbles 0-1 (comment: The coin spawns when triggered.)
Behavior: list at nybbles 7: 0=Normal, 1=Moves Down, 2=Floats in Place (comment: determines how the coin will act. All other values are the same as 1. [Unused])
Movement Type: list at nybbles 9: 0=Straight, 1=45 degree Down, 2=80 degree Down (comment: Determines the movement type. Inital direction is determined based on the player's X position relative to the bubble.)
Spawn 3 Bubbles: checkbox on nybbles 11 with mask (comment: If set to 1 and only to 1, the bubble will spawn 2 additional bubbles nearby, and each bubbles will exhibit different movement.)
57Coin Spawner - Eruption
Triggering Event ID: value at nybbles 0-1 (comment: This event will cause the erruption to start.)
Unknown Value 12: value at nybbles 5
Reactivatable: checkbox on nybbles 6 with mask (comment: Allows the coin spawner to be reactivated. The triggering event ID will be disabled when the timer runs out.)
Coins Go Through Tiles: checkbox on nybbles 7 with mask 1 (comment: When checked coins will pass through tiles.)
Time Active: value at nybbles 8 (comment: 0 is the same as 3. Higher values last longer.)
Blue Coins: checkbox on nybbles 9 with mask (comment: When checked, spawns blue coins.)
Eruption Spread: list at nybbles 10: 0=Small Height / Medium Width, 1=Small Height / Small Width, 2=Medium Height / Medium Width, 3=Large Height / Small Width (comment: Determines how high and how wide the eruption is.)
Direction: list at nybbles 11: 0=Up, 1=Down, 2=Left, 3=Right, 4= Up-Right (Bone Lift) (comment: Determines the direction to spawn the coins. Values > 3 repeat.)
Effect: list at nybbles 18: 0=None, 1=Sparkes With Smoke, 2=Sparkles (comment: The effect to be played when spawning coins.)
Start Active: value at nybbles 19 (comment: If checked, the coin spawner will be triggered as soon as it is on screen.)
58Coin Spawner - Fountain
Triggering Event ID: value at nybbles 0-1 (comment: The event that will cause the fountain to start.)
Reactivateable: checkbox on nybbles 6 with mask (comment: Allows the coin spawner to be reactivated.)
Direction: list at nybbles 7: 0=Left, 1=Right (comment: The Direction the coins will move in.)
Number Of Coins: value at nybbles 8 (comment: Determines how many coins to spawn. Spawns N + 1 Coins.)
Blue Coins: checkbox on nybbles 9 with mask (comment: Spawns blue coins.)
Arc Height: value at nybbles 10 (comment: Determines how high the arc will go.)
Arc Width: value at nybbles 11 (comment: Determines how wide the arc will be.)
59Rotation-controlled Coin
Rotation Mode: list at bits 16-18: 0=Normal, 1=Coin Starts Upside Down, 2=Coin Faces Screen, 4=Coin Faces Controller (comment: The behavior of this rotating coin.)
Use Rotation Controller Starting Rotation Offset: checkbox on bits 19 with mask (comment: If enabled, the Coin Will use the start offset specified in the rotation controller.)
Triggering Event ID: value at nybbles 0-1 (comment: If not set to 0, appears without "flourish" when this is triggered.)
Rotation ID: value at nybbles 20-21
60Movement-controlled Coin
Temporary Coin: checkbox on nybbles 8 with mask 1 (comment: Causes the coin to despawn after a couple of seconds, similar to a coin dropped by an enemy. Is also offset up and to the left. [unused])
Z-Order: list at nybbles 9: 0=Above layer 1, 1=Uncollectable Below layer 1, 2=Below layer 1 (comment: Determines the Z position of the coin. Values > 2 are the same as 2.)
Movement ID: value at nybbles 20-21 (comment: Used to pair the coin to a movement controller.)
61Red Coin
Rotation Mode: list at bits 16-18: 0=Normal, 1=Coin Starts Upside Down, 2=Coin Faces Screen (Broken), 4=Coin Faces Controller
Use Rotation Controller Starting Rotation Offset: checkbox on bits 19 with mask (comment: If enabled, the red coin will use the start offset specified in the rotation controller.)
Triggering Event ID: value at nybbles 0-1 (comment: What triggers the coin activating.)
Coin Type: list at nybbles 7: 0=Normal, 1=Paracoin 1, 2=Paracoin 2 (comment: 0 makes the coin normal, or makes it fall in a straight line. 1 and 2 make the coin into a paracoin, and both are at a different sync.)
Movement Type: list at nybbles 8: 0=Stationary, 1=Falling, 2=Falling (Medium), 3=Falling (Fast), 4=Falling (Fastest), 13=Gravity Affected (comment: The type of movement exhibited by this red coin. When set to falling, the coin ignores collisions (to be used for paracoins). Value 13 (gravity affected) is used internally by the Coin Coffer.)
Z-Order: list at nybbles 9: 0=Above Layer 1, 1=Above Layer 2, 2=Further Above Layer 1
Red Coin ID: value at nybbles 11 (comment: This field is used to differentiate Red Coins when multiple Red Coin Rings are present For example, if a Red Coin with a different ID is picked up, it will not count towards the same chain as the previous one, and will use the one associated with its ID.)
Rotation-controlled: checkbox on nybbles 18 with mask (comment: Allows the red coin to be paired to a rotation controller, like the standard rotation-controlled coin. Does not support all functionality that the dedicated rotation-controlled variant does.)
Rotation ID: value at nybbles 20-21
62Rotation-controlled Red Coin
Rotation Mode: list at bits 16-18: 0=Normal, 1=Coin Starts Upside Down, 2=Coin Faces Screen, 4=Coin Faces Controller (comment: The behavior of this rotating red coin.)
Use Rotation Controller Starting Rotation Offset: checkbox on bits 19 with mask (comment: If enabled, the red coin will use the start offset specified in the rotation controller.)
Triggering Event ID: value at nybbles 0-1
Coin Type (Broken): list at nybbles 7: 0=Normal, 1=Paracoin 1 (Broken), 2=Paracoin 2 (Broken) (comment: Carried over from the normal Red Coin. If set to a Paracoin the parachute will not be attached to the coin and will stay in place (even if the coin is stationary). NOTE: Game will crash when attempting to render the parachute model if no normal Red Coins are present.)
Movement Type (Broken): list at nybbles 8: 0=Stationary, 1=Falling, 2=Falling (Medium), 3=Falling (Fast), 4=Falling (Fastest), 13=Gravity Affected (comment: Carried over from the normal Red Coin. This setting will only work if the coin is not paired with a rotation controller.)
Z-Order: list at nybbles 9: 0=Above Layer 1, 1=Above Layer 2, 2=Further Above Layer 1
Red Coin ID: value at nybbles 11 (comment: This field is used to differentiate Red Coins when multiple Red Coin Rings are present For example, if a Red Coin with a different ID is picked up, it will not count towards the same chain as the previous one, and will use the one associated with its ID.)
Rotation ID: value at nybbles 20-21
63Skewer - Left
Movement Speed: list at nybbles 4: 0=Fast, 1=Faster, but return time is as fast, 2=Medium, 3=Slow (comment: Controls movement speed. )
Timing Type: list at nybbles 5: 0=Synced, 1=Not Synced, 2=Start Launched (Not Synced), 8=Delayed Start (Synced), 9=Delayed Start (Not Synced), 10=Delayed Start (Start Launched)
Distance: list at nybbles 6: 0=16 Tiles, 1=7 Tiles, 2=14 Tiles, 3=10 Tiles (comment: Controls launch distance.)
Z-Order Change: checkbox on nybbles 7 with mask 1 (comment: When checked, the skewer will appear behind certain sprites.)
Launch Delay: value at nybbles 8-9 (comment: The time it stays before launching.)
Return Delay: value at nybbles 10-11 (comment: The time it stays launched.)
64Skewer - Right
Movement Speed: list at nybbles 4: 0=Fast, 1=Faster, but return time is as fast, 2=Medium, 3=Slow (comment: Controls movement speed. )
Timing Type: list at nybbles 5: 0=Synced, 1=Not Synced, 2=Start Launched (Not Synced), 8=Delayed Start (Synced), 9=Delayed Start (Not Synced), 10=Delayed Start (Start Launched)
Distance: list at nybbles 6: 0=16 Tiles, 1=7 Tiles, 2=14 Tiles, 3=10 Tiles (comment: Controls launch distance.)
Z-Order Change: checkbox on nybbles 7 with mask 1 (comment: When checked, the skewer will appear behind certain sprites.)
Launch Delay: value at nybbles 8-9 (comment: The time it stays before launching.)
Return Delay: value at nybbles 10-11 (comment: The time it stays launched.)
65Morton Koopa Jr. - Respawn Pipe
66Pipe Cannon
Disable Inventory Mid-Flight: checkbox on nybbles 4 with mask (comment: Disables players' inventories during the entire time they are mid-flight)
Firing Direction: list at nybbles 11: 0=30 degrees right, 1=30 degrees left, 2=15 degrees right, 3=15 degrees left, 4=Straight Up, 5=45 degrees right, 6=45 degrees left
67Pipe Cannon - Ludwig von Koopa Battle
Don't Wait For Second Player: checkbox on nybbles 11 with mask (comment: If checked, the pipe cannon will not wait for the other player to enter. Only one player can enter at a time.)
68Enemy Generator for Pipe
Spawn Delay: list at nybbles 7: 0=Short, 1=Medium, 2=Long, 3=Spawn once (comment: The amount of time between spawns. Does not affect Bob-ombs. Value of 3 is unused.)
Enemy: list at nybbles 10: 0=Goomba, 1=Bob-omb, 2=Bone Goomba (comment: Determines the enemy type to spawn.)
Spawn Direction: list at nybbles 11: 0=Up, 1=Down, 2=Left, 3=Right (comment: Determines the direction to spawn.)
Ignore Tile Behaviors: checkbox on nybbles 13 with mask 1 (comment: Gives the generated enemies a smaller bottom sensor, in this case allowing them to ignore tile behaviors.)
69Door - Normal
70Door - Castle Boss
71Door - Sealed
72Door - Final Boss
73Door - Ghost House
Triggering Event ID: value at nybbles 0-1
Ledge Under Door: checkbox on nybbles 6 with mask (comment: Adds a small ledge under the door when set to 1. This is only a visual change.)
Fake Door: checkbox on nybbles 7 with mask
74Door - Ghost House - Flag-triggered
Triggering Event ID: value at nybbles 0-1
Fake Door: checkbox on nybbles 7 with mask
75Door - Tower Boss
76Big Thwomp
Wider Detection Range: checkbox on nybbles 8 with mask (comment: Widens the detection area that triggers the thwomp to fall.)
Location ID: value at nybbles 10 (comment: The location ID whose vertical range to use for the detection area. The width of the detection area remains unaffected.)
Actions: list at nybbles 11: 0=Normal, 1=Wide Detection Range? [Broken], 2=Automatically Fall (comment: 1 is seemingly a deprecated and broken variant of Nybble 8, assumption based on early 1-Castle.)
77Thwomp
Wider Detection Range: checkbox on nybbles 8 with mask (comment: Widens the detection area that triggers the thwomp to fall.)
Location ID: value at nybbles 10 (comment: The location ID whose vertical range to use for the detection area. The width of the detection area remains unaffected.)
Actions: list at nybbles 11: 0=Normal, 1=Wide Detection Range? [Broken], 2=Automatically Fall (comment: 1 is seemingly a deprecated and broken variant of Nybble 8, assumption based on early 1-Castle.)
78Fire Bar
Wider Base: checkbox on nybbles 6 with mask (comment: Makes the base block wider.)
Rotation: list at nybbles 8: 0=Counterclockwise, 1=Clockwise
Number of Bars: list at nybbles 10: 0=One Bar, 1=Two Bars, 2=Three Bars, 3=Four Bars (comment: Value +1. Values higher than 3 cause unintended behavior.)
Length: value at nybbles 11 (comment: Value + 1. Number of fire balls.)
Speed: list at nybbles 15: 0=Normal, 1=Slightly Faster, 2=Very Very Fast (comment: 2 is very glitchy and is not advised under normal circumstances. 1, however, works pretty fine. [Unused])
79Fireball Pipe - Spawner
Triggering Event ID: value at nybbles 0-1
Target Event ID: value at nybbles 2-3
Reward: list at nybbles 7: 0=Nothing, 1=Three 1-Ups, 2=Mega Mushroom, 3=Star, 5=1-Up (comment: 0 and 5 are unused.)
Fireball count (+10): list at nybbles 9: 0=0, 1=10, 2=20, 3=30, 4=40, 5=50, 6=60, 7=70, 8=80, 9=90, 10=100, 11=110, 12=120, 13=130, 14=140, 15=150 (comment: Increases the number of fireballs required by n*10. If both this and "Fireball Count +1" is set to 0, count defaults to 10.)
Fireball count (+1): value at nybbles 10 (comment: Increases the number of fireballs required by n. If both this and "Fireball Count +10" is set to 0, count defaults to 10.)
Direction: list at nybbles 11: 0=Up, 1=Down, 2=Left, 3=Right
80Fireball Pipe - Fireball Entrance
Triggering Event ID: value at nybbles 0-1
Target Event ID: value at nybbles 2-3
Direction: list at nybbles 9: 0=Left, 1=Right
Collider Height: value at nybbles 10 (comment: The height of the collider in tiles. A value of 0 defaults to two tiles high.)
Collider Width: list at nybbles 11: 0=2 Tiles, 1=2 Tiles, 2=3.25 Tiles, 3=5 Tiles, 4=6.5 Tiles, 5=8.25 Tiles, 6=10 Tiles, 7=11.75 Tiles, 8=13.5 Tiles, 9=15.25 Tiles, 10=17 Tiles, 11=18.75 Tiles, 12=20.5 Tiles, 13=22.25 Tiles, 14=24 Tiles, 15=25.75 Tiles (comment: The width of the collider in tiles. Increments by a factor of 1.75 tiles.)
81Fireball Pipe - ! Junction
Triggering Event ID: value at nybbles 0-1 (comment: Causes the ! icon to flash while triggered.)
Disabling Event ID: value at nybbles 2-3 (comment: When triggered the ! icon will grey out.)
82Fire Snake
Triggering Event ID: value at nybbles 0-1
Hidden as Flame: checkbox on nybbles 11 with mask (comment: If checked, the fire snake will start hidden as a flame, and jump out once the player gets closer.)
83Fish Bone
Check collision only while charging: checkbox on nybbles 7 with mask
Charge when not in water: checkbox on nybbles 8 with mask 1 (comment: When checked the fishbone will charge at the player even if it isn't placed in water.)
Direction: list at nybbles 10: 0=Right, 1=Left
Swim Distance: value at nybbles 11 (comment: Increases the distance the fish bone swims before changing direction.)
84Event Controller - Chainer
Target Event ID: value at nybbles 0-1
Triggering Event ID: value at nybbles 2-3
Delay: value at nybbles 4-5 (comment: The delay between the trigger. One delay unit = 10 frames.)
Delay Mode: list at nybbles 6: 0=Target Event Enables After Delay, 1=Target Event Disables After Delay (comment: Determines how the controller should act when a delay is set. Requires a delay value greater than 0 to be set. Behavior is inverted if Event Mode is set to 1.)
Activation Mode: list at nybbles 7: 0=Activate On Triggering Event Enabled, 1=Activate On Triggering Event Disabled (comment: When set to 1 the Target Event is only triggered if the Triggering Event has been disabled.)
Usage Mode: list at nybbles 10: 0=Single Use, 1=Only While Start Event Is Active, 2=Only While Status is Satisfied (comment: When set to 1 the events will activate only while the triggering event is still active.)
Event Mode: list at nybbles 11: 0=Enables Event, 1=Disables Event (comment: When set to 1 the controller will disable the target event.)
85Event Controller - Location
Target Event ID: value at nybbles 0-1 (comment: The flag that will activate when the player/enemy is in the location.)
Multiplayer Setting: list at nybbles 2-3: 0=All Players Contribute to Requirements, 1=Only Mario Contributes, 2=Only Luigi Contributes, 3=Both Players Must Contribute (Movement-only) (comment: Settings 1 and 2 are mutually exclusive for the movement requirement; both players being in the same location will deactivate it.)
Player Watch Location ID: value at nybbles 4-5 (comment: The player has to be in this location. If this needs to be ignored, check the designated checkbox.)
Ignore Player Location: checkbox on nybbles 4-5 with mask 255 (comment: When checked, it will ignore the player's location.)
Enemy Watch Location ID: value at nybbles 6-7 (comment: The enemy has to be in this location. If this needs to be ignored, check the designated checkbox.)
Ignore Enemy Location: checkbox on nybbles 6-7 with mask 255 (comment: When checked, it will ignore the enemy's location.)
Required Player Form: list at nybbles 8: 0=No Requirement, 1=Small, 2=Super, 3=Fire, 4=Mini, 5=Super Leaf, 6=Small, 7=Mega Mario, 15=Star (comment: The item/power-up state that the player needs to be in to activate the event.)
Required Player Movement: list at nybbles 9: 0=No Requirement, 1=Standing, 2=In the air, 3=Climbing, 5=Ground-pound, 7=On Horizontal Rope, 8=On Swinging Rope/Vine, 9=Possible 9, 10=Possible 10 (comment: 5=You need to actually ground-pound a surface - not just do the "spin upside-down" bit)
Usage Mode: list at nybbles 10: 0=Single Use, 1=Multi-Use, 2=Only When Status is Satisfied (comment: Sets the mode the flag will work in.)
Event Mode: list at nybbles 11: 0=Enables Event, 1=Disables Event (comment: Determines whether the controller enables or disables the event.)
86Event Controller - Zone Enter
Target Event ID: value at nybbles 0-1
Delay: value at nybbles 4-5 (comment: The delay between the trigger. One delay unit = 10 frames.)
Event Mode: list at nybbles 11: 0=Enables Event, 1=Disables Event (comment: Determines whether the controller enables or disables the event.)
87Event Controller - Multi-chainer
End Event ID (Target): value at nybbles 0-1 (comment: The activator will trigger all Flags from the start Flag ID to this Flag ID (including this one). The Value entered here must be larger than the Value entered for Start Flag ID)
Start Event ID (Triggering): value at nybbles 2-3 (comment: The activator will start running when this Flag ID is triggered.)
Delay: value at nybbles 4-5 (comment: The delay between triggers. One delay unit = 10 frames.)
Usage Mode: list at nybbles 10: 0=Single Use, 1=Only While Start Event Is Active (comment: When set to 1 the events will activate only while the start event is still active.)
Event Mode: list at nybbles 11: 0=Enables Event, 1=Disables Event (comment: Determines whether the controller enables or disables the event.)
88Event Controller - On-screen
Target Event ID: value at nybbles 0-1
Delay: value at nybbles 4-5 (comment: Adds a delay before triggering the event. Higher values result in a longer delay.)
Unknown Value 7: value at nybbles 8
Unknown Value 5: value at nybbles 10
Event Mode: list at nybbles 11: 0=Enables Event, 1=Disables Event (comment: Determines whether the controller enables or disables the event.)
89Porcupuffer
Never comes back: checkbox on nybbles 6 with mask 1 (comment: Used only once, and simply a visual detail used at the beginning of a level. :c)
90Porcupuffer Spawn Area
Respawn Time (Seconds): value at nybbles 8-9 (comment: Time it takes before a new porcupuffer spawns, in seconds.)
Location ID: value at nybbles 10-11 (comment: When Mario is in this location, the porcupuffers will spawn.)
91Coin Coffer
Triggering Event ID: value at nybbles 0-1 (comment: Makes the Coin Coffer appear. If set to 0, the Coin Coffer will appear on its own, without red coins.)
Triggering Event ID (Red Coins): value at nybbles 2-3 (comment: If set to anything other than 0, the Coin Coffer will not spawn red coins until this Event ID is triggered. Unused.)
92Grinder
Triggering Event ID: value at nybbles 0-1 (comment: Spawned when this event is activated.)
Event Behavior: list at nybbles 8: 0=Spawn, 1=Despawn
Speed: list at nybbles 10: 4=Slowest, 5=Slower, 6=Slow, 0=Medium Slow, 1=Medium Fast, 2=Fast, 7=Faster, 3=Fastest
Move Left/Down: checkbox on nybbles 11 with mask 1
Location ID: value at nybbles 13 (comment: Won't despawn off-screen if the location is on-screen.)
93Scuttlebug
Triggering Event ID (Falling): value at nybbles 0-1 (comment: The Scuttlebug will fall when event is activated if behaviour is set to 'Falling' and will retract when the event is disabled [Unused])
Triggering Event ID 2: value at nybbles 2-3 (comment: The Scuttlebug will not spawn while event is active [Unused])
Unknown Value 10: value at nybbles 10
Spawn Behavior: list at nybbles 11: 0=Already Climbing, 1=Falls (comment: Determines the spawn behaviour of the Scuttlebug. If set to "Falls" the Scuttlebug will fall and then proceed to start climbing.)
94Flipper Gate
Shorter Flipper: checkbox on nybbles 10 with mask (comment: Makes the flipper exactly two tiles long.)
Direction: list at nybbles 11: 0=Right Swings Down, 1=Left Swings Down, 2=Right Swings Up, 3=Left Swings Up, 4=Up Swings left, 5=Down Swings left, 6=Up Swings right, 7=Down Swings right (comment: Determines the direction the flipper will face. Repeats after 7.)
95Blooper
Type: list at nybbles 4: 0=Normal, 1=From Pipe Facing Up - 45° Right, 2=From Pipe Facing Right - 45° Up, 3=From Pipe Facing Right, 4=From Pipe Facing Right - 45° Down, 5=From Pipe Facing Down - 45° Right, 6=From Pipe Facing Down, 7=From Pipe Facing Down - 45° Left, 8=From Pipe Facing Left - 45° Down, 9=From Pipe Facing Left, 10=From Pipe Facing Left - 45° Up, 11=From Pipe Facing Up - 45° Left, 12=From Pipe Facing Up
Unknown Value 5: value at nybbles 5
Swim Distance (From Pipe): list at nybbles 7: 0=Default (9 Tiles), 1=2 Tiles, 2=3 Tiles, 3=4 Tiles, 4=5 Tiles, 5=6 Tiles, 6=7 Tiles, 7=8 Tiles, 8=9 Tiles, 9=10 Tiles, 10=11 Tiles, 11=12 Tiles, 12=13 Tiles, 13=14 Tiles, 14=15 Tiles, 15=16 Tiles (comment: Determines how far the blooper will swim when coming out of a pipe.)
Unknown Value 8: value at nybbles 8
Activation Distance (Horizontal): list at nybbles 9: 0=Default (7 Tiles), 1=2 Tiles, 2=3 Tiles, 3=4 Tiles, 4=5 Tiles, 5=6 Tiles, 6=7 Tiles, 7=8 Tiles, 8=9 Tiles, 9=10 Tiles, 10=11 Tiles, 11=12 Tiles, 12=13 Tiles, 13=14 Tiles, 14=15 Tiles, 15=16 Tiles (comment: Determines how close the player can get to the pipe horizontally before the blooper will hide. Launch distance = hide distance -2.)
Activation Distance (Vertical): list at nybbles 10: 0=Default (Unlimited), 1=2 Tiles, 2=3 Tiles, 3=4 Tiles, 4=5 Tiles, 5=6 Tiles, 6=7 Tiles, 7=8 Tiles, 8=9 Tiles, 9=10 Tiles, 10=11 Tiles, 11=12 Tiles, 12=13 Tiles, 13=14 Tiles, 14=15 Tiles, 15=16 Tiles (comment: Determines how close the player can get to the pipe vertically before the blooper will hide. Launch distance = hide distance -2.)
Start Direction: list at nybbles 11: 0=Towards Player, 1=Moves towards the Direction Mario faces (comment: The direction the blooper swims in.)
96Blooper Nanny
Type: list at nybbles 4: 0=Normal, 1=From Pipe Facing Up - 45° Right, 2=From Pipe Facing Right - 45° Up, 3=From Pipe Facing Right, 4=From Pipe Facing Right - 45° Down, 5=From Pipe Facing Down - 45° Right, 6=From Pipe Facing Down, 7=From Pipe Facing Down - 45° Left, 8=From Pipe Facing Left - 45° Down, 9=From Pipe Facing Left, 10=From Pipe Facing Left - 45° Up, 11=From Pipe Facing Up - 45° Left, 12=From Pipe Facing Up
Unknown Value 5: value at nybbles 5
Swim Distance (From Pipe): list at nybbles 7: 0=Default (9 Tiles), 1=2 Tiles, 2=3 Tiles, 3=4 Tiles, 4=5 Tiles, 5=6 Tiles, 6=7 Tiles, 7=8 Tiles, 8=9 Tiles, 9=10 Tiles, 10=11 Tiles, 11=12 Tiles, 12=13 Tiles, 13=14 Tiles, 14=15 Tiles, 15=16 Tiles (comment: Determines how far the blooper will swim when coming out of a pipe.)
Unknown Value 8: value at nybbles 8
Activation Distance (Horizontal): list at nybbles 9: 0=Default (7 Tiles), 1=2 Tiles, 2=3 Tiles, 3=4 Tiles, 4=5 Tiles, 5=6 Tiles, 6=7 Tiles, 7=8 Tiles, 8=9 Tiles, 9=10 Tiles, 10=11 Tiles, 11=12 Tiles, 12=13 Tiles, 13=14 Tiles, 14=15 Tiles, 15=16 Tiles (comment: Determines how close the player can get to the pipe horizontally before the blooper will hide. Launch distance = hide distance -2.)
Activation Distance (Vertical): list at nybbles 10: 0=Default (Unlimited), 1=2 Tiles, 2=3 Tiles, 3=4 Tiles, 4=5 Tiles, 5=6 Tiles, 6=7 Tiles, 7=8 Tiles, 8=9 Tiles, 9=10 Tiles, 10=11 Tiles, 11=12 Tiles, 12=13 Tiles, 13=14 Tiles, 14=15 Tiles, 15=16 Tiles (comment: Determines how close the player can get to the pipe vertically before the blooper will hide. Launch distance = hide distance -2.)
Start Direction: list at nybbles 11: 0=Towards Player, 1=Moves towards the Direction Mario faces (comment: The direction the blooper swims in.)
97Goal Pole and Fort
Secret Exit: checkbox on nybbles 4 with mask (comment: Turns it into a secret exit, which looks different and makes a different path on the Map if there is a secret there.)
98Group Controller
Group ID: value at nybbles 5 (comment: The ID to use when linking to a group.)
99Wiggler
Unknown Value 6: value at nybbles 11 (comment: Set to 1 in 3-4 ~ Doesn't seem to change anything)
100Rotation-controlled ? Block
Rotation Mode: list at bits 16-17: 0=Normal, 1=Start Upside Down, 2=Face The Screen (comment: The behavior of this rotating ? block.)
Use Rotation Controller Starting Rotation Offset: checkbox on bits 19 with mask (comment: If enabled, the ? Block Will use the start offset specified in the rotation controller.)
Triggering Event ID: value at nybbles 0-1
Tilt Angle: value at nybbles 8 (comment: Tilts only the block's graphics by n degrees to the right. If the Rotation Mode is set to Start Upside-Down, it will be tilted to the left instead.)
Unknown Value 13: value at nybbles 18
Contents: list at nybbles 19: 0=Nothing, 1=Coin, 2=Fire Flower, 4=Super Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star if invincible, 10=Multi Coin Block, 11=1-UP, 13=Springboard, 14=Mushroom if small (comment: 3, 9, 12 and 15 are all empty blocks)
Rotation ID: value at nybbles 20-21 (comment: Match with a Rotation Controller to cause the Block to move.)
101Movement-controlled ? Block
Item: list at nybbles 19: 0=Empty, 1=Coin, 2=Fire Flower, 4=Super Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star/Coin, 10=10 Coins, 11=1-UP, 13=Trampoline, 14=Mushroom/Coin
Movement ID: value at nybbles 20-21
102Iggy Koopa
103Toad House Controller
104Lakitu's Cloud
Time Between Throws: value at nybbles 4 (comment: Determines the amount of time between each spiny thown. Higher values = longer time. [Unused])
Slower Movement: checkbox on nybbles 5 with mask 2 (comment: If enabled, the Lakitu will move slower. [Unused])
Spiny Limit: value at nybbles 8 (comment: The Lakitu will only throw spinies if there is less than this ammount on screen. 0 = 4 Spinies. [Unused])
Spawn Behavior: list at nybbles 9: 0=Normal, 1=Fly In From Background (comment: Sets the spawn behaviour for the lakitu. [Unused])
105Lakitu Spawn Area
[Defunct] Gold Ring ID: value at nybbles 0-1 (comment: Presumably would have been used by the gold ring at some point.)
Time Between Throws: value at nybbles 4 (comment: Determines the amount of time between each spiny thown. Higher values = longer time.)
Unknown Value 5: value at nybbles 5
Delay Before First Throw: checkbox on nybbles 6 with mask 1 (comment: Adds a small delay before lakitu starts throwing spinies.)
Spiny Limit: value at nybbles 7 (comment: The Lakitu will only throw spinies if there is less than this ammount on screen. 0 = 4 Spinies.)
Location ID: value at nybbles 8-9
Unknown Value 11: value at nybbles 11
Spawn Behavior: list at nybbles 19: 0=Fly In From Background, 1=Fly In From Right (comment: This determines how the lakitu will spawn.)
106Springboard
Smoke Effect: checkbox on nybbles 4 with mask (comment: Makes the springboard spawn with smoke particles.)
Z-Order: list at nybbles 8: 0=Above Other Sprites, 1=Below Other Sprites (comment: Determines the Z position of the springboard.)
107Path-controlled Climbable Fence
Fence ID: value at nybbles 4-5 (comment: When behaviour is set to "Moves when Touched", all the fences with this ID will be activated.)
Starting Path Node: value at nybbles 7-8 (comment: The ID of the path node the fence will start at.)
Path ID: value at nybbles 9-10 (comment: Sets which path the fence should follow.)
Start Behavior: list at nybbles 12: 0=Moves when Touched, 1=Already Moving, 2=Moves when Touched, 3=Already Moving (comment: Determines starting behavior. Values repeat.)
Direction: list at nybbles 13: 0=Forwards, 1=Backwards (comment: Sets the direction of movement.)
Ending Behavior: list at nybbles 14: 0=Falls Off, 1=Go Back, 2=Stops (comment: How the fence should act when it gets to the end of its path.)
Smooth Movement: checkbox on nybbles 15 with mask (comment: When enabled, the fence will smoothen out all direction changes.)
Row Layout: bitfield at nybbles 16-19 (comment: In a horizontal view, each row is a set of 4. This number converted to binary represents the layout. (0 = no fence, 1 = fence).)
108Spider Web
Triggering Event ID: value at nybbles 0-1
Height: value at nybbles 10 (comment: Never used as anything but "2")
Width: value at nybbles 11 (comment: Never used as anything but "2")
109Signboard
Below Layer 1: checkbox on bits 44 with mask
Gravity Affected: checkbox on bits 45 with mask
Fall speed: value at nybbles 9 (comment: Game will crash if this is >0 and Behaviour isn't set to "Gravity affected".)
Inscription: list at nybbles 11: 0=Arrow Right, 1=Arrow Right-Up, 2=Arrow Up, 3=Arrow Left-Up, 4=Arrow Left, 5=Arrow Left-Down, 6=Arrow Down, 7=Arrow Right-Down, 8=Exclamation Mark, 9=Fireball, 10=Arrow Right-Down, 11=Arrow Right-Down, 12=Arrow Right-Down, 13=Arrow Right-Down, 14=Arrow Right-Down, 15=Arrow Right-Down (comment: 8 is unused.)
110Dry Bones
Ignore Tile Behaviors: checkbox on nybbles 10 with mask (comment: Slopes and semisolids will be seen as full solid by the enemy.)
Unknown Value 6: value at nybbles 11
111Big Dry Bones
Ignore Tile Behaviors: checkbox on nybbles 10 with mask (comment: Slopes and semisolids will be seen as full solid by the enemy.)
112Volcano Rock Spawn Area
Spawn Amount: list at nybbles 7: 0=Unlimited, 1=3 Rocks, 15=5 Rocks (comment: Determines the amount of rocks to spawn. All other values are just 3.)
Spawn Delay: value at nybbles 8-9 (comment: Time it takes for the next wave of rocks to spawn. Value 0 is about the same as 8. One delay unit is about 10 frames.)
Location ID: value at nybbles 10-11 (comment: The location ID where the rocks spawn in.)
Ignore Location: checkbox on nybbles 19 with mask 1 (comment: If checked the location will be ignored and rocks will spawn all throught the zone. (Unused))
113Flame Chomp
114Floating Box
Big: checkbox on nybbles 11 with mask
115Bill Blaster (Bullet Bill Cannon)
Mode: list at nybbles 4: 0=Normal, 1=Upside Down, 2=Shifted Up A Tile (comment: Determines the mode of the Bill Blaster. Option 2 is unused. )
Bullet Bill Limit: value at nybbles 5 (comment: Value + 5. The Bill Blaster will not shoot if the number of bullet bills on screen exceeds the limit. Doesn't seem to work for Bull's-Eyes.)
Z-Order: value at nybbles 7 (comment: Adjusts the Z-order of this Bill Blaster. Higher values = lower Z-Order)
Bull's-Eye Bill Behavior: list at nybbles 8: 0=Chase, 1=Chase & Explode (comment: Determines how Bull's Eye Bills will act when shot from this Bill Blaster. Does nothing for regular Bullet Bills.)
Firing Direction: list at nybbles 9: 0=Towards Player, 1=Left, 2=Right (comment: Determines the firing direction for this Bill Blaster.)
Height: value at nybbles 10 (comment: Determines the height of the Bill Blaster. Value + 2)
Bullet Bill Type: list at nybbles 11: 0=Normal, 1=Bull's-Eye (comment: Determines the type of Bullet Bill to fire.)
116Bill Blaster Turret (Direction-changing Bullet Bill Launcher)
Shoots Randomly: checkbox on nybbles 4 with mask (comment: Shooting delays will be random (for each cannon).)
Rotation Direction: bitfield at nybbles 5-6 (comment: Controls the direction each segment will rotate.)
Number Of Pieces: value at nybbles 7 (comment: (Value + 1). You can only have values up to 7.)
Segment Type: bitfield at nybbles 8-9 (comment: 0=Cannon, 1=Piece)
Cannon Direction: bitfield at nybbles 10-11 (comment: 0=Right, 1=Left)
117Banzai Bill Blaster (Banzai Bill Launcher)
Delay Between Shots: value at nybbles 4-5 (comment: The higher the value the higher the delay between shots will be.)
Z-Order: value at nybbles 7 (comment: Adjusts the Z-order of this Bill Blaster. Higher values = lower Z-Order)
Firing Direction: list at nybbles 9: 0=Towards Player, 1=Left, 2=Right (comment: Determines the firing direction for this Bill Blaster.)
Faster Start: checkbox on nybbles 11 with mask 1 (comment: Causes the Banzai Bills to start firing marginally faster. [Unused])
118Bullet Bill
Event Behavior: list at bits 16: 0=Show, 1=Hide
Triggering Event ID: value at nybbles 0-1
Track Camera X: checkbox on nybbles 6 with mask 1 (comment: Adds the current horizontal camera speed to the actual speed)
Track Camera Y Inverse: checkbox on nybbles 6 with mask 2 (comment: Subtracts the current vertical camera speed to the actual speed)
Z Offset: value at nybbles 9 (comment: 2500.0 - (16.0 * value). See 0x003D5DA8.)
Blaster Direction: list at nybbles 10: 0=Right, 1=Left (comment: Used when direction = 10)
Direction: list at nybbles 11: 0=Right, 1=Left, 2=Down, 3=Up, 4=Down-Left, 5=Down-Right, 6=Up-Right, 7=Up-Left, 10=Use Blaster Direction (comment: Other values make it face to the screen in a glitchy way.)
119Banzai Bill
Event Behavior: list at bits 16: 0=Show, 1=Hide
Triggering Event ID: value at nybbles 0-1
Scale: value at nybbles 4 (comment: Scales the Banzai Bill by n. Hitbox doesn't get scaled. [Unused])
Track Camera X: checkbox on nybbles 6 with mask 1 (comment: Adds the current horizontal camera speed to the actual speed)
Track Camera Y Inverse: checkbox on nybbles 6 with mask 2
Z Offset: value at nybbles 9
Blaster Direction: list at nybbles 10: 0=Right, 1=Left (comment: Used when direction = 10)
Direction: list at nybbles 11: 0=Right, 1=Left, 10=Use Blaster Direction (comment: Determines the direction of the Banzai Bill.)
No Respawn: checkbox on nybbles 19 with mask 1 (comment: If checked the Banzai Bill won't respawn if you go off screen.)
120Up/Down Mushrooms
Slower Movement: checkbox on nybbles 7 with mask 1 (comment: Makes the platform go slower when moving.)
Stay Activated: checkbox on nybbles 8 with mask 1 (comment: The platform will stay activated even when the player jumps off.)
Ending Height: value at nybbles 9 (comment: Destination height when stood on, from stem bottom.)
Starting Height: value at nybbles 10 (comment: Initial height of stem.)
Platform Width: value at nybbles 11 (comment: The platform's width.)
121Stretch Shroom
Stem Color: list at nybbles 8: 0=Colored Stem, 1=Gray Stem
Shorter Platform: checkbox on nybbles 9 with mask 1
Starts Out: list at nybbles 10: 0=Contracted, 1=Expanded
Stem Height: value at nybbles 11 (comment: Initial height of stem, (value + 2))
122Synchronized Stretch Shroom
Sync ID: value at nybbles 5 (comment: All platforms with the same ID will all expand/contract together. Requires sprite 98(Movement Controller - Group) To be present.)
Stem Color: list at nybbles 8: 0=Colored Stem, 1=Gray Stem
Shorter Platform: checkbox on nybbles 9 with mask 1
Starts Out: list at nybbles 10: 0=Contracted, 1=Expanded
Stem Height: value at nybbles 11 (comment: Initial height of stem, (value + 2))
123Mushroom Trampoline
Triggering Event ID (With stem): value at nybbles 0-1 (comment: When triggered the mushroom will spawn with a stem.)
Triggering Event ID: value at nybbles 2-3 (comment: When triggered the mushroom will spawn.)
Only Solid from Top: checkbox on nybbles 10 with mask
Longer Platform: checkbox on nybbles 17 with mask
124Mushroom Platform
Stretch Length: value at bits 24-26 (comment: Value is used differently depending on selected stretch mode.)
Tilt Angle: list at bits 32-34: 0=0°, 1=11.25°, 2=22.5°, 3=33.75°, 4=45°, 5=56.25°, 6=67.5°, 7=78.75° (comment: Determines the angle the mushroom will tilt to.)
Start Direction: list at bits 35: 0=Left, 1=Right (comment: Determines the initial direction the mushroom will tilt.)
Stem Length: value at nybbles 4 (comment: (value+4))
Stretch Mode: list at nybbles 6: 0=Extend Stem, 2=Stretch When Tilting
Mushroom Length: value at nybbles 8 (comment: (value+3))
Tilt Speed: value at nybbles 10-11 (comment: Value Modulo 64. Speed increases for values 1-32, then decreases for values 33-63.)
125Bowser
126Bowser and Dry Bowser Battles - Controller
Entrance ID (Exit): value at nybbles 8 (comment: The ID of the entrance used once the fight is complete.)
Autowalk Distance: value at nybbles 10 (comment: The number of tiles the player will automatically walk before the battle starts.)
Type: list at nybbles 11: 0=Bowser, 1=Dry Bowser (comment: Determines the battle type.)
127Bowser Flame
Purple Flame: checkbox on nybbles 8 with mask 1 (comment: Event 5 must be turned on for this to work. Spawns a purple flame that homes in on the player.)
Fade In: checkbox on nybbles 9 with mask 1 (comment: If checked, the flame will fade in when it spawns.)
Direction: list at nybbles 10: 0=Left, 1=Right (comment: Right direction is unused.)
Dry Bowser Flame: checkbox on nybbles 11 with mask 1 (comment: If checked, flame is blue instead of orange.)
128Dry Bowser
129Big Dry Bowser
130Big Bowser
131*Bowser Blocks (Unused)
Height: value at nybbles 10 (comment: The height of the block, expands downwards.)
Width: value at nybbles 11 (comment: The width of the block. 0 = 6 tiles.)
132Big Bowser Battle - Switch Controller
Target Event ID: value at nybbles 0-1
133Bowser Shutter
134Bowser Bridge
Triggering Event ID: value at nybbles 0-1 (comment: The event that will trigger the bridge destructing.)
Bridge Length: value at nybbles 10-11
135Goomba
Triggering Event ID (Broken): value at nybbles 0-1 (comment: Defunct Triggering Event that was presumably required for Gold Ring functionality at one point.)
Don't jump in time with music: checkbox on nybbles 4 with mask (comment: If checked, the Goomba will not jump in time to the music.)
Z-Order Modifier: value at nybbles 5 (comment: Used internally by the enemy generator to distinguish Z-Order between Goombas.)
Z-Order: list at nybbles 7: 0=Above layer 1 Tiles, 1=Below Layer 1 Tiles (comment: Determines the Z Position for the Goomba.)
Lower Terminal Velocity: checkbox on nybbles 10 with mask (comment: Lowers the Goomba's terminal velocity.)
Spawn Behavior: list at nybbles 11: 0=Normal, 1=Spin (Death Animation), 2=From Pipe (comment: There is a nybble which defines which pipe direction is used. 1 is presumebly a leftover from NSMBDS, where goombas would sometimes spawn from the sky like this when Mega Mario ground pounds)
Ignore Tile Behaviors: checkbox on nybbles 15 with mask 1 (comment: If checked, the Goomba will ignore slopes and semisolids, as well as other tile behaviors. Also causes the Goomba to fall slightly slower.)
Color: list at nybbles 16: 0=Normal, 1=Blue
Spawn Direction (from Pipe): list at nybbles 18: 0=Up, 1=Down, 2=Left, 3=Right, 4=Right (facing left), 5=Spawn normally, 6=Down (Falling very fast), 7=Up (Ascending very fast), 8=Up (Ascending very fast), 9=Down (Falling very fast), 10=Left (Flies across the screen), 11=Left (Flies across the screen) (comment: Determines the direction to spawn. Spawn Behavior "From Pipe" is required.)
136Bone Goomba
Don't jump in time with music: checkbox on nybbles 4 with mask (comment: If checked, the Goomba will not jump in time to the music.)
Z-Order Modifier: value at nybbles 5 (comment: Used internally by the enemy generator to distinguish Z-Order between Bone Goombas.)
Z-Order: list at nybbles 7: 0=Above layer 1 Tiles, 1=Below Layer 1 Tiles (comment: Determines the Z position of the Bone Goomba.)
Lower Terminal Velocity: checkbox on nybbles 10 with mask 1 (comment: If enabled, the Goomba will have a lower terminal velocity causing it to fall slower. )
Spawn Behavior: list at nybbles 11: 0=Normal, 1=Spin (Death Animation), 2=From Pipe (comment: There is a nybble which defines which pipe direction is used. 1 is presumebly a leftover from NSMBDS, where goombas would sometimes spawn from the sky like this when Mega Mario ground pounds)
Unknown Value 14: value at nybbles 14
Ignore Tile Behaviors: checkbox on nybbles 15 with mask (comment: If checked, the Bone Goomba will ignore slopes and semisolids, as well as other tile behaviors. Also causes the Goomba to fall slightly slower.)
Alt Texture: checkbox on nybbles 16 with mask (comment: Causes goomba to spawn with unused? texture [Unused])
Spawn Direction (from Pipe): list at nybbles 18: 0=Up, 1=Down, 2=Left, 3=Right, 4=Right (facing left), 5=Spawn normally, 6=Down (Falling very fast), 7=Up (Ascending very fast), 8=Up (Ascending very fast), 9=Down (Falling very fast), 10=Left (Flies across the screen), 11=Left (Flies across the screen) (comment: Determines the direction to spawn. Spawn Behavior "From Pipe" is required.)
137Micro Goomba
138Paragoomba
Z-Order: list at nybbles 7: 0=Above layer 1 Tiles, 1=Below Layer 1 Tiles (comment: Determines the Z position of the Paragoomba)
Crash: checkbox on nybbles 16 with mask (comment: Check this to crash the game.)
139Goomba Tower
Smaller bottom sensor: checkbox on nybbles 10 with mask (comment: Causes sprite to fall faster from ledges.)
Number of Goombas: list at nybbles 11: 0=Two (Default), 1=One, 2=Two, 3=Three, 4=Four, 5=Five, 6=Six, 7=Seven, 8=Eight, 9=Nine, 10=Ten, 11=Elven, 12=Twelve, 13=Thirteen, 14=Fourteen, 15=Fifteen
140Crowber
141Larry Koopa
Triggering Event ID: value at nybbles 0-1 (comment: Used as 1.)
142Lemmy Koopa
143Conveyor Belt Switch
Target Event ID: value at nybbles 0-1 (comment: Reverses the state of this event when hit.)
144Horizontal Lift
Triggering Event ID: value at nybbles 0-1
Event Triggered: checkbox on nybbles 4 with mask 1 (comment: When checked the platform will appear uppon the triggering event being activated.)
Slower Movement: checkbox on nybbles 5 with mask 1 (comment: If checked, the platform will move slower.)
Starting Direction: list at nybbles 7: 0=Right, 1=Left (comment: Determines the starting direction. Values > 1 repeat.)
Distance: value at nybbles 9 (comment: The number of tiles the platform will move.)
Width: value at nybbles 11 (comment: Determines the width of the platform. Value +1.)
145Vertical Lift
Triggering Event ID: value at nybbles 0-1
Event Triggered: checkbox on nybbles 4 with mask 1 (comment: When checked the platform will appear uppon the triggering event being activated.)
Slower Movement: checkbox on nybbles 5 with mask 1 (comment: If checked, the platform will move slower.)
Starting Direction: list at nybbles 7: 0=Up, 1=Down (comment: Determines the starting direction. Values > 1 repeat.)
Distance: value at nybbles 9 (comment: The number of tiles the platform will move.)
Width: value at nybbles 11 (comment: Determines the width of the platform. Value +1.)
146Rail-controlled Lift
Triggering Event ID 1: value at nybbles 0-1
Triggering Event ID 2: value at nybbles 2-3
Activated by Event: checkbox on nybbles 4 with mask
Move Only Once Stepped On: checkbox on nybbles 6 with mask
Starting Direction: list at nybbles 7: 0=Right/Up, 1=Left/Down
Style: list at nybbles 8: 0=Wood, 1=Stone (comment: 1 is unused, but works.)
Round Top Edges: checkbox on nybbles 9 with mask (comment: Makes edges rounder, and makes the platform 1 pixel taller.)
Slippery: checkbox on nybbles 10 with mask
Speed: list at nybbles 15: 4=Slowest, 5=Slower, 0=Slow, 1=Fast, 2=Faster, 3=Fastest (comment: Speed of the lift,6-11 repeat but go left.)
Width: value at nybbles 17 (comment: The width of the platform. Setting it to 0 makes the platform 4 tiles. No other value adds 4 tiles to the width.)
Player Maintains Momentum: checkbox on nybbles 18 with mask (comment: Allows Mario to maintain the momentum of the platform when jumping)
147Spinning Tri-Platform
Faster Rotation: checkbox on nybbles 5 with mask (comment: When checked the platform will rotate faster. [Unused])
Spins Clockwise: checkbox on nybbles 7 with mask
Size: list at nybbles 11: 0=Small, 1=Big
148Move-while-on Raft
Direction: list at nybbles 6: 0=Right, 1=Left, 2=Up, 3=Down, 4=Does Not Move (comment: Determines the direction of movement. Values > 3 don't move. [Unused])
Movement: list at nybbles 9: 0=Moves Back When Not On It, 1=Continuously Moves Once On It, 2=Stops When Not On It
Speed: list at nybbles 15: 0=Slowest, 2=Slower, 4=Slow, 6=Medium, 8=Fast, 10=Faster, 12=Fastest
Unknown Value 17: value at nybbles 17
149Switchable Elevator Platform
Triggering Event ID: value at nybbles 0-1 (comment: When this flag is triggered, the platform will disappear.)
Direction Type/Speed: list at nybbles 10: 0=Normal (Default), 1=Diagonal (speed 0), 2=Diagonal (speed 1), 3=Diagonal (speed 2), 4=Diagonal (speed 3), 5=Diagonal (speed 4), 6=Diagonal (speed 5), 7=Diagonal (speed 6), 8=Diagonal (speed 7), 9=Diagonal (speed 8), 10=Diagonal (speed 9), 11=Diagonal (speed 10), 12=Diagonal (speed 11), 13=Diagonal (speed 12), 14=Diagonal (speed 13), 15=Normal (comment: Determines the direction and speed. Higher speed values are faster. A value of 15 is the same as 0.)
Unknown Value 11: value at nybbles 11
Unknown Value 15: value at nybbles 15
150Seesaw Platform
Tilt Distance: value at nybbles 10 (comment: Sets the maximum tilt distance for the platform. [Unused])
Platform Width: value at nybbles 17 (comment: Sets the width of the platform. Values < 7 produce smaller width, values > 7 produce larger widths. (This is buggy and unused, The texture is stretched) [Unused])
151Scale Lift
Triggering Event ID: value at nybbles 0-1
Event Triggered: checkbox on nybbles 4 with mask 1 (comment: Ignores triggering event, will be triggered as soon as any event is activated. [Unused])
Left side rope height: value at nybbles 9
Right side rope height: value at nybbles 10
Distance between steps: value at nybbles 11
Heavier Platforms: checkbox on nybbles 16 with mask (comment: hen set to 1, the platform will fall much faster when stepping on it.)
Length of steps: value at nybbles 17
152Path-controlled Lift - with Peepa
Platform Group Number: value at nybbles 5 (comment: All platforms using this value will be activated at the same time.)
Path Node: value at nybbles 7-8 (comment: Determines the path node the platform will start from.)
Path ID: value at nybbles 9-10 (comment: Value*1 is added to the Path ID.)
Platform Length: value at nybbles 11 (comment: Length of the platform.)
Start Behavior: list at nybbles 12: 0=Moves when Touched (Default), 1=Already Moving, 2=Moves when Touched (comment: Determines Starting Behaviour. Values repeat.)
Direction: list at nybbles 13: 0=Forwards, 1=Backwards (comment: Sets the direction of movement. If set to backwards while starting at node 0, the platform will spin in a circle. [Unused])
End Behavior: list at nybbles 14: 0=Falls, 1=Changes Direction, 2=Stops, 4=Disappears (comment: The behavior of the platform after it hits the last node. (* starts at the top, goes down, and disappears.))
Smooth Direction Changes: checkbox on nybbles 15 with mask 1 (comment: When enabled, the platform will smooth out all all direction changes instead of snapping sharply.)
Peepa Behavior: list at nybbles 16: 0=Appear While on Lift Only, 2=Appear and Rotate Lift While on Lift Only, 3=Shown based on Start Behavior
Number of Peepas: list at nybbles 17: 0=Two Peepas, 1=One Peepa (comment: Determines how many peepas will be holding the platform. Values repeat.)
153Lift Spawner
Remove Distance Limit: checkbox on nybbles 4 with mask (comment: When checked, platforms won't despawn if the player is in range of them.)
Direction: list at nybbles 7: 0=Up, 1=Down, 2=Right, 3=Left
Increased Frequency: checkbox on nybbles 10 with mask (comment: When checked, platforms will spawn more frequently)
Only Spawn While in View: checkbox on nybbles 11 with mask
Width: value at nybbles 17
154Paddle Platform
Triggering Event ID: value at nybbles 0-1 (comment: The platform will appear when triggered. [Unused])
Event Triggered: checkbox on nybbles 4 with mask 1 (comment: Allows the platform to be triggered by events. [Unused])
Slower Rotation: checkbox on nybbles 5 with mask 1 (comment: When Checked, the platform's rotation speed will be slower. [Unused])
Movement: list at nybbles 6: 0=Move Horizontally, 1=Use Tracks, 2=Spin In Place, 3=Automatically Spin In Place (comment: Determines how the platform will act. )
Auto-Spin Direction: list at nybbles 7: 0=Counter Clockwise, 1=Clockwise (comment: Determines the direction the platform will spin when set to spin automatically. [Unused])
Size: list at nybbles 11: 0=Big, 1=Small (comment: Changes the size of the platform.)
155Ludwig von Koopa
156Vertical Camera Limit Left
Limit Direction: list at nybbles 4: 0=Camera Stays Above, 1=Camera Stays Below (comment: Determines the direction in which the limiter will restrict the camera.)
Multiplayer Settings: list at nybbles 5: 0=Always Limit, 1=Limit in Solo Play, 2=Limit in Co-op Play, 3=Unknown Value 3 (comment: Controls how the camera limit behaves in multiplayer.)
Always Kill in Multiplayer: checkbox on nybbles 7 with mask 1 (comment: In multiplayer, when the camera is above the limit in some cases, leaving this value at 0 can put a player in a bubble instead of killing them if they fall past the intended limit and there is room below.)
Permeable Camera Limit: checkbox on nybbles 8 with mask 1 (comment: When Set to 1, the camera will scroll past the border if the player passes it.)
Priority ID: value at nybbles 9 (comment: 15 is lowest priority, 1 is highest. Each pair must have the same Priority ID.)
Camera Y Offset: value at nybbles 10-11 (comment: Offsets the camera by N number of pixels.)
157Vertical Camera Limit Right
Limit Direction: list at nybbles 4: 0=Camera Stays Above, 1=Camera Stays Below (comment: Determines the direction in which the limiter will restrict the camera.)
Multiplayer Settings: list at nybbles 5: 0=Always Limit, 1=Limit in Solo Play, 2=Limit in Co-op Play, 3=Unknown Value 3 (comment: Controls how the camera limit behaves in multiplayer.)
Always Kill in Multiplayer: checkbox on nybbles 7 with mask 1 (comment: In multiplayer, when the camera is above the limit in some cases, leaving this value at 0 can put a player in a bubble instead of killing them if they fall past the intended limit and there is room below.)
Permeable Camera Limit: checkbox on nybbles 8 with mask 1 (comment: When Set to 1, the camera will scroll past the border if the player passes it.)
Priority ID: value at nybbles 9 (comment: 15 is lowest priority, 1 is highest. Each pair must have the same Priority ID.)
Camera Y Offset: value at nybbles 10-11 (comment: Offsets the camera by N number of pixels.)
158Buzzy Beetle
Unknown Value 4: value at nybbles 4
Move Faster/Fall Instantly: checkbox on nybbles 5 with mask 1 (comment: If the Buzzy Beetle is on the ground, this will make it move faster. If the Buzzy Beetle is on the ceiling, this will make it fall as soon as it is on screen.)
Enable 1up Trick: checkbox on nybbles 6 with mask 1 (comment: Makes it possible to use the infinite 1up trick with this buzzy beetle.)
Unknown Value 7: value at nybbles 7
Direction: list at nybbles 9: 0=Face Player, 1=Right, 3=Left (comment: Determines the direction the Buzzy Beetle will spawn facing. All other values are the same as 0.)
Terminal Velocity: list at nybbles 10: 0=Normal (Default), 1=Lowest, 2=Low, 3=Medium, 4=Normal, 5=High, 6=Higher, 7=Highest (comment: Changes the Buzzy Beetle's terminal velocity, causing it to fall slower or faster depending on the value.)
Type: list at nybbles 11: 0=Normal, 1=On Ceiling, 2=Empty Shell, 3=Upside-Down Empty Shell (comment: Determines the type to spawn.)
159Spike Top
Starting Orientation: list at nybbles 10: 0=Up, 1=Left, 2=Down, 3=Right (comment: A value higher than 3 causes the game to crash upon loading the sprite.)
Move Counter Clockwise: checkbox on nybbles 11 with mask (comment: When checked, the spike top will move counter clockwise.)
160Horizontal Camera Limit - Bottom
Limit Direction: list at nybbles 4: 0=Camera Stays to The Left, 1=Camera Stays to the Right (comment: Determines the direction in which the limiter will restrict the camera.)
Multiplayer Settings: list at nybbles 5: 0=Always Limit, 1=Limit in Solo Play, 2=Limit Until Both Players Cross, 3=Unknown Value 3 (comment: Controls how the camera limit behaves in multiplayer. Value 2 limits until both players cross the line given by the offset)
Unknown Checkbox 7: checkbox on nybbles 7 with mask 1
Permeable Camera Limit: checkbox on nybbles 8 with mask (comment: Allows the camera to scroll past the limiter. Allows the player to walk through the limiter if an X Offset is set.)
Priority ID: value at nybbles 9 (comment: 15 is lowest priority, 1 is highest. Each pair must have the same Priority ID.)
Camera X Offset: value at nybbles 10-11 (comment: Offsets the camera by N number of pixels.)
161Horizontal Camera Limit - Top
Limit Direction: list at nybbles 4: 0=Camera Stays to The Left, 1=Camera Stays to the Right (comment: Determines the direction in which the limiter will restrict the camera.)
Multiplayer Settings: list at nybbles 5: 0=Always Limit, 1=Limit in Solo Play, 2=Limit Until Both Players Cross, 3=Unknown Value 3 (comment: Controls how the camera limit behaves in multiplayer. Value 2 limits until both players cross the line given by the offset)
Unknown Checkbox 7: checkbox on nybbles 7 with mask 1
Permeable Camera Limit: checkbox on nybbles 8 with mask (comment: Allows the camera to scroll past the limiter. Allows the player to walk through the limiter if an X Offset is set.)
Priority ID: value at nybbles 9 (comment: 15 is lowest priority, 1 is highest. Each pair must have the same Priority ID.)
Camera X Offset: value at nybbles 10-11 (comment: Offsets the camera by N number of pixels.)
162Morton Koopa Jr.
163Climbing Koopa - Horizontal
Is on moving fence: checkbox on nybbles 9 with mask (comment: Check this if the koopa is on a moving fence to prevent weird collision. Using this on a normal fence causes koopa to be invisible)
Start moving away from player: checkbox on nybbles 10 with mask (comment: If unchecked, moves towards the player.)
Color: list at nybbles 11: 0=Green, 1=Red (comment: Unused.)
164Climbing Koopa - Vertical
Start behind fence: checkbox on nybbles 10 with mask
Color: list at nybbles 11: 0=Green, 1=Red (comment: Unused.)
165Koopa Troopa
Triggering Event ID (Broken): value at nybbles 0-1 (comment: Defunct Triggering Event that was presumably required for Gold Ring functionality at one point.)
Enable 1-up Trick: checkbox on nybbles 6 with mask 1 (comment: Makes it possible to use the infinite 1-up trick with this Koopa.)
Z-Order: list at nybbles 7: 0=Above layer 1 Tiles, 1=Below Layer 1 Tiles (comment: Determines the Z position of the Koopa.)
Collider Type: list at nybbles 9: 0=Normal, 1=No Collider, 2=Smaller Bottom Sensor, 3=Smaller Bottom Sensor (Until Hit) (comment: Determines the collider type for this Koopa. "No Collider" disables interaction with the player. "Smaller Bottom Sensor" causes the Koopa to fall and turn slightly faster. Does not affect Koopas that spawn as empty shell.)
Empty Shell: checkbox on nybbles 10 with mask 1 (comment: If checked, only a Koopa shell will spawn.)
Color: list at nybbles 11: 0=Green, 1=Red (comment: Determines the type of Koopa. Green Koopas can fall off ledges, Red Koopas stay on ledges.)
Unknown Value 13: value at nybbles 13
166Movement Controller - Back and Forth
Starting Direction: list at nybbles 7: 0=Right, 1=Left, 2=Up, 3=Down, 8=Right (Delayed), 9=Left (Delayed), 10=Up (Delayed), 11=Down (Delayed)
Delay First Move: checkbox on nybbles 7 with mask 8 (comment: If checked, the delay before the first movement will be equal to the End Delay.)
Auto Move: checkbox on nybbles 11 with mask 1 (comment: When checked movement will start automatically. This only works when paired with an object that isn't event triggered.)
Start Delay: value at nybbles 12
End Delay: value at nybbles 13
Tiles to Move: value at nybbles 14
Movement Speed: list at nybbles 15: 0=No Movement, 4=Slowest, 1=Slow, 2=Medium, 3=Fast (comment: ´)
Movement ID: value at nybbles 20-21
167Pipe Piranha Plant - Down
168Pipe Fire Piranha Plant - Down
Fireballs per Attack: list at nybbles 11: 0=One, 1=Two, 2=Three, 3=Six
169Pipe Fire Piranha Plant - Left
Fireballs per Attack: list at nybbles 11: 0=One, 1=Two, 2=Three, 3=Six
170Pipe Fire Piranha Plant - Right
Fireballs per Attack: list at nybbles 11: 0=One, 1=Two, 2=Three, 3=Six
171Pipe Fire Piranha Plant - Up
Fireballs per Attack: list at nybbles 11: 0=One, 1=Two, 2=Three, 3=Six
172*Pipe Bone Piranha Plant - Up
173Pipe Bone Piranha Plant - Left
174Pipe Bone Piranha Plant - Right
175Grounded Piranha Plant
Gravity Affected: checkbox on nybbles 10 with mask 1 (comment: If enabled, the Piranha Plant will be affected by gravity.)
Upside-down: checkbox on nybbles 11 with mask (comment: Does not move with moving ceilings, even if "gravity affected" is enabled.)
Ignore Tile Behaviors: checkbox on nybbles 13 with mask (comment: Causes the plant to ignore slopes and semisolids, treating them as full solids instead.)
176Grounded Big Piranha Plant
Gravity Affected: checkbox on nybbles 10 with mask (comment: If enabled, the Piranha Plant will be affected by gravity.)
Upside-down: checkbox on nybbles 11 with mask (comment: Does not move with moving ceilings, even if "gravity affected" is enabled.)
Ignore Tile Behaviors: checkbox on nybbles 13 with mask (comment: Causes the plant to ignore slopes and semisolids, treating them as full solids instead.)
177Grounded Fire Piranha Plant
Gravity Affected: checkbox on nybbles 10 with mask (comment: If enabled, the Piranha Plant will be affected by gravity.)
Upside-down: checkbox on nybbles 11 with mask
178Grounded Big Fire Piranha Plant
Gravity Affected: checkbox on nybbles 10 with mask (comment: If enabled, the Piranha Plant will be affected by gravity.)
Upside-down: checkbox on nybbles 11 with mask
179Grounded Bone Piranha Plant
Gravity Affected: checkbox on nybbles 10 with mask (comment: If enabled, the Piranha Plant will be affected by gravity.)
Upside-down: checkbox on nybbles 11 with mask (comment: Does not move with moving ceilings, even if "gravity affected" is enabled.)
Ignore Tile Behaviors: checkbox on nybbles 13 with mask (comment: Causes the plant to ignore slopes and semisolids, treating them as full solids instead.)
180Grounded Big Bone Piranha Plant
Gravity Affected: checkbox on nybbles 10 with mask (comment: If enabled, the Piranha Plant will be affected by gravity.)
Upside-down: checkbox on nybbles 11 with mask (comment: Does not move with moving ceilings, even if "gravity affected" is enabled.)
Ignore Tile Behaviors: checkbox on nybbles 13 with mask (comment: Causes the plant to ignore slopes and semisolids, treating them as full solids instead.)
181Pipe Piranha Plant - Left
182Pipe Piranha Plant - Right
183Pipe Piranha Plant - Up
184Parabomb
Direction: list at nybbles 4: 0=Towards Player, 1=Right, 2=Right (Facing Screen)
Upon Load: list at nybbles 8: 0=Fall Normally, 1=Fly Upwards Then Fall (comment: [Unused])
Cannon Direction: list at nybbles 10: 0=Right, 1=Left (comment: Used internally by the Parabomb Cannon.)
185Koopa Paratroopa
Triggering Event ID (Broken): value at nybbles 0-1 (comment: Defunct Triggering Event that was presumably required for Gold Ring functionality at one point.)
Z-Order Modifier: value at nybbles 4-5 (comment: Increases the Z-Order of the Paratroopa.)
Enable 1up Trick: checkbox on nybbles 6 with mask 1 (comment: Makes it possible to use the infinite 1up trick with this koopa.)
Z-Order: list at nybbles 7: 0=Above layer 1 Tiles, 1=Below Layer 1 Tiles (comment: Determines the Z Position of the Paratroopa.)
Direction: list at nybbles 8: 0=Towards Player, 1=Right, 2=Left (comment: Determines the direction the paratroopa will move in.)
Flight Start Point: list at nybbles 9: 0=From Center, 1=From Edge (comment: Determines the flight path, range is always 10 tiles. The starting edge is determined by the direction nybble.)
Movement: list at nybbles 10: 0=Jump, 1=Fly Horizontally, 2=Fly Vertically, 3=Jump (Lower), 4=Jump (Faster)
Color: list at nybbles 11: 0=Green, 1=Red
No Ceiling Collision: checkbox on nybbles 19 with mask (comment: If checked, the paratroopa and koopa will have a smaller bottom sensor causing them to fall faster from ledges and have no ceiling collision.)
186Koopa Paratroopa Circle
Triggering Event ID: value at nybbles 0-1 (comment: When triggered the coins will spawn.)
Coins above Paratroopas: checkbox on nybbles 5 with mask (comment: If checked, the coins will appear above the Paratroopas.)
Circle Radius: value at nybbles 6 (comment: Value +1.5)
Number of Koopa Paratroopas: value at nybbles 7 (comment: The number of Koopa Paratroopas in the circle. Value +1)
Coin Type: list at nybbles 8: 0=Normal, 1=Blue Coin (comment: Determines the type of coin the circle will use.)
Rotation Speed: list at nybbles 10: 0=Slow, 1=Medium, 2=Fast (comment: The speed of the Koopa Paratroopas as they rotate. Any values equal to or above 3 return 0.)
Movement Direction: list at nybbles 11: 0=Clockwise, 1=Counterclockwise (comment: The direction the Koopa Paratroopas spin in.)
Unknown Value 13: value at nybbles 13
Gap Replacement: list at nybbles 15: 0=Empty, 1=Coins, 2=Entire Circle is Coins (comment: Coins in circle jump up 1 tile after level fade-in.)
Koopa Gap Position: bitfield at nybbles 16-19 (comment: The gap where the player can jump through.)
187Path-controlled Resizable Platform - Tower
Triggering Event ID: value at nybbles 0-1 (comment: Enables local movement. A value of 0 makes local movement activate automatically. (UNUSED))
Position Offset: value at nybbles 7 (comment: Offsets the X & Y Position by the value. Offsets down and to the right. (UNUSED))
Above Layer 1: checkbox on nybbles 8 with mask
Direction: list at nybbles 9: 0=Up, 1=Down (comment: Determines the local movement direction. (UNUSED))
Slippery: checkbox on nybbles 10 with mask 1 (comment: When checked the platform will be slippery as if it is made of ice. (UNUSED))
Spikes: list at nybbles 11: 0=None, 1=Top, 2=Bottom, 3=Top/Bottom, 4=Left, 5=Right, 6=Left/Right (comment: 7/8 produce messed up hitboxes / repeats after 8 (UNUSED))
Movement Delay: value at nybbles 13 (comment: Determines the delay between local movements. (UNUSED))
Tiles to Move: value at nybbles 14 (comment: Determines the number of tiles the lift will move (local movement). (UNUSED))
Movement Speed: list at nybbles 15: 0=Slow, 1=Medium, 2=Fast, 3=Faster, 4=Fastest, 5=Instant (Glitchy) (comment: Determines the speed of local movement. Values of 6 and 7 are the same as 5. 5 can be glitchy in certain circumstances. Values repeat from 8.(UNUSED))
Width: value at nybbles 17 (comment: Determines the width of the platform. a value of 0 causes the lift to use a distorted hard block graphic.)
Height: value at nybbles 19 (comment: Determines the height of the platform. a value of 0 causes the lift to use a distorted hard block graphic.)
Movement ID: value at nybbles 20-21 (comment: Must be used with a Path Movement Controller (ID 188).)
188Movement Controller - Path
Triggering Event ID: value at nybbles 0-1
Starting Node: value at nybbles 4-5 (comment: The node on the path to start from.)
Path ID: value at nybbles 6 (comment: The path paired objects will use. Only works if placed at the same X/Y pos as the first path node.)
End Behavior: list at nybbles 7: 0=Stops, 1=Repeat Movement, 2=Falls down, 8=Stops (Linear), 9=Repeat Movement (Linear), 10=Falls down (Linear) (comment: Determines how the object will act upon reaching the final node. If its a looping path, then "Goes Backwards" means "Continue".)
Linear Vertical Movement: checkbox on nybbles 7 with mask 8 (comment: When checked, vertical movement will be linear, otherwise movement will be non-linear.)
Repeat Start Node: value at nybbles 9 (comment: For ending behaviors 1/9; the node to move backwards to before repeating.)
Event Triggered: checkbox on nybbles 11 with mask 8 (comment: When checked the movement controller will only take effect upon being triggered.)
Movement ID: value at nybbles 20-21
189Resizable Platform - Tower
Triggering Event ID: value at nybbles 0-1
Mode: list at nybbles 4: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: 1 freezes the lift at its position if event triggered. 2 moves the lift if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybbles 5: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right (Above Layer 1), 5=Left (Above Layer 1), 6=Up (Above Layer 1), 7=Down (Above Layer 1), 8=Right (Delayed), 9=Left (Delayed), 10=Up (Delayed), 11=Down (Delayed), 12=Right (Delayed and Above Layer 1), 13=Left (Delayed and Above Layer 1), 14=Up (Delayed and Above Layer 1), 15=Down (Delayed and Above Layer 1) (comment: The direction the lift moves.)
Above Layer 1: checkbox on nybbles 5 with mask 4
Delay on Start: checkbox on nybbles 5 with mask 8 (comment: When checked, the start delay will also occur at the beginning, instead of moving immediately.)
Slippery: checkbox on nybbles 6 with mask (comment: When checked, the lift will be slippery as if it is made of ice. [Unused])
Spikes: list at nybbles 7: 0=None, 1=Top, 2=Bottom, 3=Top/Bottom, 4=Left, 5=Right, 6=Left/Right (comment: 7/8 produce messed up hitboxes, repeats after 8.)
Spawn Behavior: list at nybbles 9: 0=Normal, 1=Unload if far from start of zone, 2=Unload when loaded (comment: Needs further testing.)
Tiles to Move (When triggered): value at nybbles 10-11 (comment: The distance the lift moves when event triggered.)
Start Delay: value at nybbles 12
End Delay: value at nybbles 13
Tiles to Move: value at nybbles 14 (comment: The distance the lift moves.)
Movement Speed: list at nybbles 15: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: The speed the lift moves at. Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
Width: value at nybbles 17 (comment: Value + 1. If it's 0 the game will set it to 1.)
Height: value at nybbles 19 (comment: Value + 1. If it's 0 the game will set it to 1.)
190Resizable Platform - Checkered
Triggering Event ID: value at nybbles 0-1
Mode: list at nybbles 4: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: 1 freezes the lift at its position if event triggered. 2 moves the lift if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybbles 5: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right (Above Layer 1), 5=Left (Above Layer 1), 6=Up (Above Layer 1), 7=Down (Above Layer 1), 8=Right (Delayed), 9=Left (Delayed), 10=Up (Delayed), 11=Down (Delayed), 12=Right (Delayed and Above Layer 1), 13=Left (Delayed and Above Layer 1), 14=Up (Delayed and Above Layer 1), 15=Down (Delayed and Above Layer 1) (comment: The direction the lift moves.)
Above Layer 1: checkbox on nybbles 5 with mask 4
Delay on Start: checkbox on nybbles 5 with mask 8 (comment: When checked, the start delay will also occur at the beginning, instead of moving immediately.)
Slippery: checkbox on nybbles 6 with mask (comment: When checked, the lift will be slippery as if it is made of ice. [Unused])
Spikes: list at nybbles 7: 0=None, 1=Top, 2=Bottom, 3=Top/Bottom, 4=Left, 5=Right, 6=Left/Right (comment: 7/8 produce messed up hitboxes, repeats after 8.)
Spawn Behavior: list at nybbles 9: 0=Normal, 1=Unload if far from start of zone, 2=Unload when loaded (comment: Needs further testing.)
Tiles to Move (When triggered): value at nybbles 10-11 (comment: The distance the lift moves when event triggered.)
Start Delay: value at nybbles 12
End Delay: value at nybbles 13
Tiles to Move: value at nybbles 14 (comment: The distance the lift moves.)
Movement Speed: list at nybbles 15: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: The speed the lift moves at. Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
Width: value at nybbles 17 (comment: Value + 1. If it's 0 the game will set it to 1.)
Height: value at nybbles 19 (comment: Value + 1. If it's 0 the game will set it to 1.)
191Resizable Platform - Desert
Triggering Event ID: value at nybbles 0-1
Mode: list at nybbles 4: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: 1 freezes the lift at its position if event triggered. 2 moves the lift if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybbles 5: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right (Above Layer 1), 5=Left (Above Layer 1), 6=Up (Above Layer 1), 7=Down (Above Layer 1), 8=Right (Delayed), 9=Left (Delayed), 10=Up (Delayed), 11=Down (Delayed), 12=Right (Delayed and Above Layer 1), 13=Left (Delayed and Above Layer 1), 14=Up (Delayed and Above Layer 1), 15=Down (Delayed and Above Layer 1) (comment: The direction the lift moves.)
Above Layer 1: checkbox on nybbles 5 with mask 4
Delay on Start: checkbox on nybbles 5 with mask 8 (comment: When checked, the start delay will also occur at the beginning, instead of moving immediately.)
Slippery: checkbox on nybbles 6 with mask (comment: When checked, the lift will be slippery as if it is made of ice. [Unused])
Spikes: list at nybbles 7: 0=None, 1=Top, 2=Bottom, 3=Top/Bottom, 4=Left, 5=Right, 6=Left/Right (comment: 7/8 produce messed up hitboxes, repeats after 8.)
Spawn Behavior: list at nybbles 9: 0=Normal, 1=Unload if far from start of zone, 2=Unload when loaded (comment: Needs further testing.)
Tiles to Move (When triggered): value at nybbles 10-11 (comment: The distance the lift moves when event triggered.)
Start Delay: value at nybbles 12
End Delay: value at nybbles 13
Tiles to Move: value at nybbles 14 (comment: The distance the lift moves.)
Movement Speed: list at nybbles 15: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: The speed the lift moves at. Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
Width: value at nybbles 17 (comment: Value + 1. If it's 0 the game will set it to 1.)
Height: value at nybbles 19 (comment: Value + 1. If it's 0 the game will set it to 1.)
192Resizable Platform - Castle
Triggering Event ID: value at nybbles 0-1
Mode: list at nybbles 4: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: 1 freezes the lift at its position if event triggered. 2 moves the lift if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybbles 5: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right (Above Layer 1), 5=Left (Above Layer 1), 6=Up (Above Layer 1), 7=Down (Above Layer 1), 8=Right (Delayed), 9=Left (Delayed), 10=Up (Delayed), 11=Down (Delayed), 12=Right (Delayed and Above Layer 1), 13=Left (Delayed and Above Layer 1), 14=Up (Delayed and Above Layer 1), 15=Down (Delayed and Above Layer 1) (comment: The direction the lift moves.)
Above Layer 1: checkbox on nybbles 5 with mask 4
Delay on Start: checkbox on nybbles 5 with mask 8 (comment: When checked, the start delay will also occur at the beginning, instead of moving immediately.)
Slippery: checkbox on nybbles 6 with mask (comment: When checked, the lift will be slippery as if it is made of ice. [Unused])
Spikes: list at nybbles 7: 0=None, 1=Top, 2=Bottom, 3=Top/Bottom, 4=Left, 5=Right, 6=Left/Right (comment: 7/8 produce messed up hitboxes, repeats after 8.)
Spawn Behavior: list at nybbles 9: 0=Normal, 1=Unload if far from start of zone, 2=Unload when loaded (comment: Needs further testing.)
Tiles to Move (When triggered): value at nybbles 10-11 (comment: The distance the lift moves when event triggered.)
Start Delay: value at nybbles 12
End Delay: value at nybbles 13
Tiles to Move: value at nybbles 14 (comment: The distance the lift moves.)
Movement Speed: list at nybbles 15: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: The speed the lift moves at. Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
Width: value at nybbles 17 (comment: Value + 1. If it's 0 the game will set it to 1.)
Height: value at nybbles 19 (comment: Value + 1. If it's 0 the game will set it to 1.)
193Resizable Platform - Underwater
Triggering Event ID: value at nybbles 0-1
Mode: list at nybbles 4: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: 1 freezes the lift at its position if event triggered. 2 moves the lift if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybbles 5: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right (Above Layer 1), 5=Left (Above Layer 1), 6=Up (Above Layer 1), 7=Down (Above Layer 1), 8=Right (Delayed), 9=Left (Delayed), 10=Up (Delayed), 11=Down (Delayed), 12=Right (Delayed and Above Layer 1), 13=Left (Delayed and Above Layer 1), 14=Up (Delayed and Above Layer 1), 15=Down (Delayed and Above Layer 1) (comment: The direction the lift moves.)
Above Layer 1: checkbox on nybbles 5 with mask 4
Delay on Start: checkbox on nybbles 5 with mask 8 (comment: When checked, the start delay will also occur at the beginning, instead of moving immediately.)
Slippery: checkbox on nybbles 6 with mask (comment: When checked, the lift will be slippery as if it is made of ice. [Unused])
Spikes: list at nybbles 7: 0=None, 1=Top, 2=Bottom, 3=Top/Bottom, 4=Left, 5=Right, 6=Left/Right (comment: 7/8 produce messed up hitboxes, repeats after 8.)
Spawn Behavior: list at nybbles 9: 0=Normal, 1=Unload if far from start of zone, 2=Unload when loaded (comment: Needs further testing.)
Tiles to Move (When triggered): value at nybbles 10-11 (comment: The distance the lift moves when event triggered.)
Start Delay: value at nybbles 12
End Delay: value at nybbles 13
Tiles to Move: value at nybbles 14 (comment: The distance the lift moves.)
Movement Speed: list at nybbles 15: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: The speed the lift moves at. Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
Width: value at nybbles 17 (comment: Value + 1. If it's 0 the game will set it to 1.)
Height: value at nybbles 19 (comment: Value + 1. If it's 0 the game will set it to 1.)
194Cheep Cheep
Direction: list at nybbles 4: 0=Towards Player, 1=Left, 2=Right (comment: Determines the direction of the cheep cheep. This setting acts differently depending on the type setting. Values >2 produdce unintended behaviour.)
Range: value at nybbles 7 (comment: Only used when The Cheep Cheep is set to Ranged.)
Swim Speed: list at nybbles 8: 0=Fastest, 1=Slow, 2=Fast, 3=Slowest, 4=Static Vertical, 6=Static Horizontal, 13=Too Fast (comment: Determines the speed of the cheep cheep. All other values are repeats of 4 and 6. Values greater than 1 are unused.)
Type: list at nybbles 11: 0=Cheep Cheep, 1=Deep Cheep, 3=Cheep Cheep (Ranged), 8=Eep Cheep, 9=Cheep Cheep (Diagonal-Up), 10=Cheep Cheep (Diagonal-Down) (comment: Determines the type of the cheep cheep. All other values have unintended behaviour.)
195Big Cheep Cheep
Direction: list at nybbles 4: 0=Towards Player, 1=Left, 2=Right (comment: Determines the direction of the cheep cheep.)
Huge Cheep Cheep: checkbox on nybbles 5 with mask 1 (comment: Makes the cheep cheep huge. Unused.)
Swim Speed: list at nybbles 8: 0=Fastest, 1=Slow, 2=Fast, 3=Slowest, 4=Static, 13=Too Fast (comment: Determines the speed of the cheep cheep. All other values are repeats of 4. Values greater than 1 are unused.)
Type: list at nybbles 11: 0=Cheep Cheep, 1=Deep Cheep (comment: Determines the type of the cheep cheep.)
196Coin Cheep
Swim Speed: value at nybbles 8 (comment: Higher values are slower, values >= 4 are buggy. [Unused])
197Jumping Cheep Cheep
Direction: list at nybbles 4: 0=Right, 1=Left, 2=Towards Player, 3=Away From Player (comment: Determines the direction the cheep cheep will jump. Values > 3 jump to the right)
Horizontal Offset: value at nybbles 5 (comment: Spawns n number of tiles to the left of where it was placed.)
Number of Cheep Cheeps (Gold Ring): list at nybbles 9: 0=One, 1=Two (comment: Determines how many Cheep Cheeps will be spawned simultaneously when a Gold Ring is active.)
Spawn Behavior: list at nybbles 10: 0=Always Spawn, 1=If Gold Ring Isn't Active, 2=If Gold Ring Is Active
Jump Distance: list at nybbles 11: 0=Random Distance, 1=6.5 Tiles, 2=7.5 Tiles, 3=8 Tiles, 4=0 Tiles (comment: Determines the horizontal distance the cheep cheep will jump. Random will choose between 6.5, 7.5 and 8 tiles.)
198Jumping Cheep Cheep Spawner OR Spawn Area
Number of Cheep Cheeps (Gold Ring): list at nybbles 4: 0=One, 1=Two, 2=Three (comment: Determines how many Cheep Cheeps will be spawned simultaneously when a Gold Ring is active.)
Location ID (Gold Ring): value at nybbles 5-6 (comment: The ID of the location used to spawn Cheep Cheeps while gold ring is active. Uses regular location ID if unset.)
Location ID: value at nybbles 7-8 (comment: The ID of the location used to spawn Cheep Cheeps.)
Spawn Ratio: list at nybbles 11: 0=Normal, 1=Slower, 2=Faster, 3=All At Once (comment: If set to 3 or higher, new Cheep Cheeps will spawn when the total amount of Cheep Cheeps is below 5.)
199Cheep Cheep Circle
Triggering Event ID: value at nybbles 0-1 (comment: When triggered the coins will spawn.)
Coins above Cheep Cheeps: checkbox on nybbles 5 with mask (comment: If checked, the coins will appear above the Cheep Cheeps.)
Circle Radius: value at nybbles 6 (comment: Value +1.5)
Number of Cheep Cheeps: value at nybbles 7 (comment: The number of Cheep Cheeps in the circle. Value +1)
Coin Type: list at nybbles 8: 0=Normal, 1=Blue Coin (comment: Determines the type of coin the circle will use.)
Rotation Speed: list at nybbles 10: 5=Slowest, 4=4, 3=3, 9=9, 0=Slow, 6=6, 7=7, 8=8, 1=Medium, 2=Fast, 10=Static, 12=Static, 14=Static, 11=Same as 9, 13=Same as 9, 15=Same as 9 (comment: The speed of the Cheep Cheeps as they rotate. Any values equal to or above 3 return 0.)
Movement Direction: list at nybbles 11: 0=Clockwise, 1=Counterclockwise (comment: The direction the Cheep Cheeps spin in.)
Unknown Value 13: value at nybbles 13
Gap Replacement: list at nybbles 15: 0=Empty, 1=Coins, 2=Entire Circle is Coins (comment: Coins in circle jump up 1 tile after level fade-in.)
Cheep Cheep Gap Position: bitfield at nybbles 16-19 (comment: The gap where the player can jump through.)
200Spiny Cheep Cheep
Triggering Event ID: value at nybbles 0-1 (comment: When activated the Cheep Cheep will stop following the player.)
Starting Direction: list at nybbles 4: 0=Towards Player, 1=Left, 2=Right (comment: Determines the Starting direction for the spiny cheep cheep.)
Patrol Range: value at nybbles 7 (comment: How far the spiny Cheep Cheep will patrol when not following the player.)
Behavior: list at nybbles 11: 0=Left, 3=Right, 1=Ignores Patrol Range
201Cheep Cheep Spawn Area
Location ID: value at nybbles 7-8
No Cheeps Spawn: checkbox on nybbles 9 with mask (comment: When checked, nothing will be spawned. (Useless))
Spawn Deep Cheeps: checkbox on nybbles 10 with mask (comment: When checked, deep cheeps will be spawned instead.)
Spawn on Player Height: checkbox on nybbles 11 with mask (comment: When checked, cheep cheeps will only spawn on the vertical position of the player. When unchecked, they can spawn anywhere on the screen.)
202Camera Limit - Path
Limit Direction: list at nybbles 4: 0=Camera Stays Above, 1=Camera Stays Below
Offset Direction: list at nybbles 5: 0=Left, 1=Right (comment: Determines the direction to apply the scroll offset. Does nothing if offset = 0.)
Scroll X Offset: value at nybbles 6 (comment: Offset used to determine when camera movement begins. A value of 0 will begin scrolling once the player reaches the centre point of two path nodes. Offset is relative to centre.)
Path ID: value at nybbles 11
203Rotation-controlled Brick Block
Rotation Mode: list at bits 16-17: 0=Normal, 1=Start Upside Down, 2=Face The Screen (comment: The behavior of this brick block.)
Use Rotation Controller Starting Rotation Offset: checkbox on bits 19 with mask (comment: If enabled, the Brick Block Will use the start offset specified in the rotation controller.)
Triggering Event ID: value at nybbles 0-1
Tilt Tile Graphic Angle: value at nybbles 8 (comment: Tilts only the block's graphics by n degrees to the right. If the Rotation Mode is set to Start Upside-Down, it will be tilted to the left instead.)
Contents: list at nybbles 19: 0=Nothing, 1=Coin, 2=Fire Flower, 4=Super Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star if invincible, 10=Multi Coin Block, 11=1-UP, 13=Springboard, 14=Mushroom if small (comment: 3, 9, 12 and 15 are all empty blocks)
Rotation ID: value at nybbles 20-21 (comment: Match with a Rotation Controller to cause the Block to move.)
204Movement-controlled Brick Block
Content: list at nybbles 19: 0=Nothing, 1=Coin, 2=Fire Flower, 4=Super Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star if invincible, 10=Multi Coin Block, 11=1-UP, 13=Springboard, 14=Mushroom if small (comment: 3, 9, 12 and 15 are all empty blocks)
Movement ID: value at nybbles 20-21
205Red Coin Ring
Target Event ID: value at nybbles 0-1 (comment: Use this to link red coins to this ring.)
Reward: list at nybbles 10: 0=Fire Flower, 1=Gold Flower Card, 2=Gold Flower Card Always, 3=Super Leaf (comment: You get a 1-Up if you are big, unless value is 1, then you always get that. Values seem to loop.)
Shift 1/2 Tile Right: checkbox on nybbles 11 with mask
206Gold Ring
Target Event ID: value at nybbles 0-1 (comment: The Gold Ring won't work properly if this is 0 or 255. If you set multiple Gold Rings to the same ID, they will "chain" together, rather than there being a new timer for each Gold Ring.)
Shift 1/2 Tile Right: checkbox on nybbles 11 with mask
207Underwater Rock
Underwater Physics: checkbox on nybbles 6 with mask
Maintain Momentum: checkbox on nybbles 8 with mask (comment: The Rock keeps it's momentum when it hits other objects.)
Direction: list at nybbles 10: 0=Left, 1=Right (comment: Sets the starting direction.)
Speed: list at nybbles 11: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast
Behavior: list at nybbles 19: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: Behaviours loop after value 3)
208Big Underwater Rock
Underwater Physics: checkbox on nybbles 6 with mask
Maintain Momentum: checkbox on nybbles 8 with mask (comment: The Rock keeps it's momentum when it hits other objects.)
Direction: list at nybbles 10: 0=Left, 1=Right (comment: Sets the starting direction.)
Speed: list at nybbles 11: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast
Behavior: list at nybbles 19: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: Behaviours loop after value 3)
209Swinging Rope
Triggering Event ID: value at nybbles 0-1 (comment: When triggered, the rope will spawn. [Unused])
Triggering Event ID 2: value at nybbles 2-3 (comment: When triggered, the rope will spawn. [Unused])
No swing syncing: checkbox on nybbles 4 with mask
Swing Manually: checkbox on nybbles 5 with mask (comment: Lets the player swing the vine manually like in NSMBW.)
Swinging Speed: value at nybbles 8 (comment: The speed of the rope.)
Start Position: value at nybbles 9 (comment: Determines the start position of the rope.)
Swing Distance: value at nybbles 10 (comment: The distance of the swing arc.)
Length: list at nybbles 11: 0=4 Tiles, 1=5 Tiles, 2=6 Tiles, 3=7 Tiles, 4=8 Tiles, 5=9 Tiles, 6=10 Tiles, 7=11 Tiles, 8=12 Tiles (comment: Determines the length of the rope. Capped at 12.)
210Tightrope
Triggering Event ID: value at nybbles 0-1 (comment: Rope will appear when this event is activated. [Unused])
Rope Length: list at nybbles 4: 0=17 Tiles (Default), 1=2 Tiles, 2=3 Tiles, 3=4 Tiles, 4=5 Tiles, 5=6 Tiles, 6=7 Tiles, 7=8 Tiles, 8=9 Tiles, 9=10 Tiles, 10=11 Tiles, 11=12 Tiles, 12=13 Tiles, 13=14 Tiles, 14=15 Tiles, 15=16 Tiles (comment: Determines the length of the rope.)
Height: list at nybbles 5: 0=Flat, 1=Up One Tile, 2=Up Two Tiles, 3=Up Three Tiles, 4= Up Four Tiles, 5=Up Five Tiles, 6=Up Six Tiles, 7=Up Seven Tiles, 8=Down Eight Tiles, 9=Down Seven Tiles, 10=Down Six Tiles, 11=Down Five Tiles, 12=Down Four Tiles, 13=Down Three Tiles, 14=Down Two Tiles, 15=Down One Tiles (comment: Determines the height and direction of the rope.)
Hide left joint: checkbox on nybbles 11 with mask 1
Hide right joint: checkbox on nybbles 11 with mask 2
211Roy Koopa
212Roy Battle Walls
Left Side: checkbox on nybbles 11 with mask (comment: Check this if this is the wall on the left.)
213Pokey
Ignore Tile Behaviors: checkbox on nybbles 4 with mask (comment: Slopes and semisolids will be seen as full solid by the enemy.)
Full Height Collider: checkbox on nybbles 5 with mask 1 (comment: When enabled the pokey's collider will match it's height, preventing it from passing through tiles. When disabled only the bottom segment has a collider.)
Height: list at nybbles 11: 0=3, 1=4, 2=5, 3=6, 4=7, 5=8, 6=9, 7=10, 8=11, 9=12, 10=13, 12=14, 13=15, 14=16, 15=17 (comment: Includes head. Value + 3)
214Camera Controller - Scroll View
Direction: list at nybbles 4: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right/Up, 5=Right/Down, 6=Left/Up, 7=Left/Down (comment: If set to any value above 7, the controller will no longer work. [Unused])
Scroll View Height: value at nybbles 6-7 (comment: The number of vertical tiles from the sprite where the Scroll effect will be applied. Extends Up and to the Left.)
Scroll View Width: value at nybbles 8-9 (comment: The number of horizontal tiles from the sprite where the Scroll effect will be applied.)
Distance: value at nybbles 10-11 (comment: Higher values make the camera scroll further. A value of 16 is 1 Tile.)
215Parabomb Cannon
Launch Type: list at nybbles 7: 0=Many (Fast), 1=Two, 2=One, 3=Two/Long break, 4=One/Long break, 9=Many (Slow and for rotation), 10=Three/Short Break (Rotation only), 11=One/Short Break (comment: Amount of bob-ombs thrown before a break.)
Launches: list at nybbles 8: 0=Bob-omb, 3=Parabomb (comment: Bob-omb does not work correctly.)
Rotates: checkbox on nybbles 9 with mask (comment: Changes direction after every shot.)
Rotation: value at nybbles 10 (comment: Determines the rotation of the cannon. [Unused])
Facing: list at nybbles 11: 0=Right, 1=Left (comment: Direction of the cannon.)
Ignore Tile Behaviors: checkbox on nybbles 13 with mask (comment: Slopes and semisolids will be seen as full solid by the enemy.)
216Boss Shutter
Is Right Shutter: checkbox on nybbles 11 with mask 2 (comment: Check if this shutter is the one on the right.)
217Snake Block
Target Event ID: value at nybbles 0-1
Speed: list at nybbles 6: 0=Normal, 1=Faster, 2=Fastest (comment: Values of 3 or greater are unused and have no effect.)
Starting Path Node: value at nybbles 7-8 (comment: This is the node the snake block starts from.)
Path ID: value at nybbles 9-10 (comment: The Path ID.)
Length: list at nybbles 11: 0=3 Blocks, 1=4 Blocks, 2=5 Blocks, 3=6 Blocks, 4=7 Blocks, 5=8 Blocks, 6=9 Blocks, 7=10 Blocks, 8=11 Blocks, 9=12 Blocks, 10=13 Blocks, 11=14 Blocks, 12=15 Blocks, 13=16 Blocks, 14=17 Blocks, 15=18 Blocks (comment: Value +3)
Ending Behavior: list at nybbles 12: 0=Stops, 1=Jumps Right, 2=Falls Down, 3=Falls (All at once) 4=Changes Direction, 5=Warp to First Node (comment: Sets how the snakeblock should act when reaching the final path node. If set to Falls Down, the blocks stop being solid when falling. Values of 6 or greater crash the game.)
Activation Mode: list at nybbles 14: 0=Once Stepped On, 1=Already Moving, 3=Once Stepped On (All Players) (comment: When set to Already Moving, the snakeblock will move without the player steping onto it.)
Ice Snakeblock: checkbox on nybbles 15 with mask 1 (comment: If checked, the snakeblock will be an ice snakeblock. [Unused])
218Synchronized Snake Block (Uses GroupID)
Target Event ID: value at nybbles 0-1
Group ID: value at nybbles 5 (comment: Use this ID to link it to a GroupID (98))
Speed: list at nybbles 6: 0=Normal, 1=Faster, 2=Fastest (comment: Values of 3 or greater are unused and have no effect.)
Starting Path Node: value at nybbles 7-8 (comment: This is the node the snake block starts from.)
Path ID: value at nybbles 9-10 (comment: The Path ID.)
Length: list at nybbles 11: 0=3 Blocks, 1=4 Blocks, 2=5 Blocks, 3=6 Blocks, 4=7 Blocks, 5=8 Blocks, 6=9 Blocks, 7=10 Blocks, 8=11 Blocks, 9=12 Blocks, 10=13 Blocks, 11=14 Blocks, 12=15 Blocks, 13=16 Blocks, 14=17 Blocks, 15=18 Blocks (comment: Value + 3)
Ending Behavior: list at nybbles 12: 0=Stops, 1=Jumps Right, 2=Falls Down, 3=Falls (All at once) 4=Changes Direction, 5=Warp to First Node (comment: Sets how the snakeblock should act when reaching the final path node. Values of 6 or greater crash the game.)
Activation Mode: list at nybbles 14: 0=Once Stepped On, 1=Already Moving, 3=Once Stepped On (All Players) (comment: When set to Already Moving, the snakeblock will move without the player steping onto it.)
Ice Snakeblock: checkbox on nybbles 15 with mask (comment: If checked, the snakeblock will be an ice snakeblock. [Unused])
219Star Coin
Target Event ID: value at nybbles 0-1 (comment: When it is collected, this Flag will be switched on.)
Target Event ID 2: value at nybbles 2-3 (comment: Deactivates the event after a short amount of time after the Star Coin has been collected. Time matches with the P-Switch music length.)
Unknown Value 5: value at nybbles 5
Unknown Value 7: value at nybbles 7
Number: list at nybbles 8: 0=One, 1=Two, 2=Three
Z Position: list at nybbles 9: 0=Above Layer 1, 1=Above Layer 2 | No Collision, 2=Above Layer 2, 3=Above Layer 1 | No Collision (comment: Determines the Z Position for the Star Coin.)
Rotation ID: value at nybbles 20-21 (comment: Used to pair with either a swaying or spinning controller. [Unused])
220Rotation-controlled Star Coin
Rotation Mode: list at bits 16-18: 0=Normal, 1=Coin Starts Upside Down, 2=Coin Faces Screen, 4=Coin Faces Controller (comment: The behavior of this star coin.)
Use Rotation Controller Starting Rotation Offset: checkbox on bits 19 with mask (comment: If enabled, the Star Coin Will use the start offset specified in the rotation controller.)
Target Event ID: value at nybbles 0-1
Target Event ID 2: value at nybbles 2-3 (comment: Deactivates the event after a short amount of time after the Star Coin has been collected. Time matches with the P-Switch music length.)
Unknown Value 6: value at nybbles 6
Number: list at nybbles 8: 0=One, 1=Two, 2=Three
Z Position: list at nybbles 9: 0=Above Layer 1, 1=Above Layer 2 | No Collision, 2=Above Layer 2, 3=Above Layer 1 | No Collision (comment: Determines the Z Position for the Star Coin.)
Rotation ID: value at nybbles 20-21 (comment: Used to pair with either a swaying or spinning controller.)
221! Switch
Target Event ID: value at nybbles 0-1
No Music: checkbox on nybbles 4 with mask 8 (comment: When checked the switch won't cause timer music to play.)
Gravity Affected: checkbox on nybbles 4 with mask 1 (comment: When checked the switch will be affected by gravity.)
Delay on Multi-Use: list at nybbles 5: 0=0 Frames, 1=20 Frames, 2=40 Frames, 3=60 Frames, 4=80 Frames, 5=100 Frames, 6=120 Frames, 7=140 Frames (comment: When Usage Mode is set to 1, the switch will not pop back up until the specified Delay.)
Not Timed: checkbox on nybbles 6 with mask 1 (comment: Disables the timer on the switch.)
Shift Up a Tile: checkbox on nybbles 7 with mask 1 (comment: When checked the switch will appear a tile higher. When checking Upside Down, the switch will appear a tile lower.)
Activation Mode: list at nybbles 8: 0=Activates Event, 1=Deactivates Event (comment: This determines if the switch will activate or deactivate the event.)
Usage Mode: list at nybbles 9: 0=Single Use, 1=Multi-Use, 2=Reactivatable (comment: Determines the behaviour of the switch. A value of 1 allows the switch to be used multiple times. A value of 2 causes the switch to remain in it's pressed down state instead of dissapearing (Only effective when the switch is not timed).)
Shift Half a Tile Right: checkbox on nybbles 10 with mask 1 (comment: Shifts the switch half a tile to the right.)
Upside Down: checkbox on nybbles 11 with mask 1 (comment: Makes the switch upside down.)
222Brick Block containing ! Switch
Target Event ID: value at nybbles 0-1
No Music: checkbox on nybbles 4 with mask 8 (comment: When checked the switch won't cause timer music to play.)
Gravity Affected: checkbox on nybbles 4 with mask 1 (comment: When checked the switch will be affected by gravity.)
Delay on Multi-Use: list at nybbles 5: 0=0 Frames, 1=20 Frames, 2=40 Frames, 3=60 Frames, 4=80 Frames, 5=100 Frames, 6=120 Frames, 7=140 Frames (comment: When Usage Mode is set to 1, the switch will not pop back up until the specified Delay.)
Not Timed: checkbox on nybbles 6 with mask 1 (comment: Disables the timer on the switch.)
Activation Mode: list at nybbles 8: 0=Activates Event, 1=Deactivates Event (comment: This determines if the switch will activate or deactivate the event.)
Usage Mode: list at nybbles 9: 0=Single Use, 1=Multi-Use, 2=Reactivatable (comment: Determines the behaviour of the switch. A value of 1 allows the switch to be used multiple times. A value of 2 causes the switch to remain in it's pressed down state instead of dissapearing (Only effective when the switch is not timed).)
Shift Half a Tile Right: checkbox on nybbles 10 with mask 1 (comment: Shifts the switch half a tile to the right.)
Upside Down: checkbox on nybbles 11 with mask 1 (comment: Makes the switch upside down.)
223? Switch
Target Event ID: value at nybbles 0-1
No Music: checkbox on nybbles 4 with mask 8 (comment: When checked the switch won't cause timer music to play.)
Gravity Affected: checkbox on nybbles 4 with mask 1 (comment: When checked the switch will be affected by gravity.)
Delay on Multi-Use: list at nybbles 5: 0=0 Frames, 1=20 Frames, 2=40 Frames, 3=60 Frames, 4=80 Frames, 5=100 Frames, 6=120 Frames, 7=140 Frames (comment: When Usage Mode is set to 1, the switch will not pop back up until the specified Delay.)
Not Timed: checkbox on nybbles 6 with mask 1 (comment: Disables the timer on the switch.)
Shift Up a Tile: checkbox on nybbles 7 with mask 1 (comment: When checked the switch will appear a tile higher.)
Activation Mode: list at nybbles 8: 0=Activates Event, 1=Deactivates Event (comment: This determines if the switch will activate or deactivate the event.)
Usage Mode: list at nybbles 9: 0=Single Use, 1=Multi-Use, 2=Reactivatable (comment: Determines the behaviour of the switch. A value of 1 allows the switch to be used multiple times. A value of 2 causes the switch to remain in it's pressed down state instead of dissapearing (Only effective when the switch is not timed).)
Shift Half a Tile Right: checkbox on nybbles 10 with mask 1 (comment: Shifts the switch half a tile to the right.)
Upside Down: checkbox on nybbles 11 with mask 1 (comment: Makes the switch upside down.)
224Brick Block containing ? Switch
Target Event ID: value at nybbles 0-1
No Music: checkbox on nybbles 4 with mask 8 (comment: When checked the switch won't cause timer music to play.)
Gravity Affected: checkbox on nybbles 4 with mask 1 (comment: When checked the switch will be affected by gravity.)
Delay on Multi-Use: list at nybbles 5: 0=0 Frames, 1=20 Frames, 2=40 Frames, 3=60 Frames, 4=80 Frames, 5=100 Frames, 6=120 Frames, 7=140 Frames (comment: When Usage Mode is set to 1, the switch will not pop back up until the specified Delay.)
Not Timed: checkbox on nybbles 6 with mask 1 (comment: Disables the timer on the switch.)
Activation Mode: list at nybbles 8: 0=Activates Event, 1=Deactivates Event (comment: This determines if the switch will activate or deactivate the event.)
Usage Mode: list at nybbles 9: 0=Single Use, 1=Multi-Use, 2=Reactivatable (comment: Determines the behaviour of the switch. A value of 1 allows the switch to be used multiple times. A value of 2 causes the switch to remain in it's pressed down state instead of dissapearing (Only effective when the switch is not timed).)
Shift Half a Tile Right: checkbox on nybbles 10 with mask 1 (comment: Shifts the switch half a tile to the right.)
Upside Down: checkbox on nybbles 11 with mask 1 (comment: Makes the switch upside down.)
225P-Switch
Target Event ID: value at nybbles 0-1
No Music: checkbox on nybbles 4 with mask 8 (comment: When checked the switch won't cause timer music to play.)
Gravity Affected: checkbox on nybbles 4 with mask 1 (comment: When checked the switch will be affected by gravity.)
Location ID: value at nybbles 5 (comment: When the blue coins in this location are collected, an applause sound effect will play.)
Not Timed: checkbox on nybbles 6 with mask 1 (comment: Disables the timer on the switch.)
Shift Up a Tile: checkbox on nybbles 7 with mask 1 (comment: When checked the switch will appear a tile higher. When checking Upside Down, the switch will appear a tile lower.)
Activation Mode: list at nybbles 8: 0=Activates Event, 1=Deactivates Event (comment: This determines if the switch will activate or deactivate the event.)
Usage Mode: list at nybbles 9: 0=Single Use, 1=Multi-Use, 2=Reactivatable (comment: Determines the behaviour of the switch. A value of 1 allows the switch to be used multiple times. A value of 2 causes the switch to remain in it's pressed down state instead of dissapearing (Only effective when the switch is not timed).)
Shift Half a Tile Right: checkbox on nybbles 10 with mask 1 (comment: Shifts the switch half a tile to the right.)
Upside Down: checkbox on nybbles 11 with mask 1 (comment: Makes the switch upside down.)
226Brick Block containing P-Switch
Target Event ID: value at nybbles 0-1
No Music: checkbox on nybbles 4 with mask 8 (comment: When checked the switch won't cause timer music to play.)
Gravity Affected: checkbox on nybbles 4 with mask 1 (comment: When checked the switch will be affected by gravity.)
Location ID: value at nybbles 5 (comment: When the blue coins in this location are collected, an applause sound effect will play.)
Not Timed: checkbox on nybbles 6 with mask 1 (comment: Disables the timer on the switch.)
Activation Mode: list at nybbles 8: 0=Activates Event, 1=Deactivates Event (comment: This determines if the switch will activate or deactivate the event.)
Usage Mode: list at nybbles 9: 0=Single Use, 1=Multi-Use, 2=Reactivatable (comment: Determines the behaviour of the switch. A value of 1 allows the switch to be used multiple times. A value of 2 causes the switch to remain in it's pressed down state instead of dissapearing (Only effective when the switch is not timed).)
Shift Half a Tile Right: checkbox on nybbles 10 with mask 1 (comment: Shifts the switch half a tile to the right.)
Upside Down: checkbox on nybbles 11 with mask 1 (comment: Makes the switch upside down.)
227Floating Barrel
228Boo
Faster Movement: checkbox on nybbles 11 with mask 1 (comment: Causes the boo to move faster. All values produce the same result. [Unused])
229Big Boo
No Black Glow: checkbox on nybbles 9 with mask 1 (comment: When checked, only the blue glow will be present.)
Faster Movement: checkbox on nybbles 11 with mask 1 (comment: Causes the boo to move faster. All values produce the same result. [Unused])
230Peepa Circle
Coins above Peepas: checkbox on nybbles 5 with mask
Circle Radius: value at nybbles 6 (comment: Value +1.5)
Number Of Peepas: value at nybbles 7 (comment: The number of Peepas in the circle. Value +1)
Coin Type: list at nybbles 8: 0=Normal, 1=Blue Coin (comment: Determines the type of coin the circle will use.)
Rotation Speed: list at nybbles 10: 0=Slow, 1=Medium, 2=Fast (comment: The speed of the peepas as they rotate. Any values equal to or above 3 return 0.)
Movement Direction: list at nybbles 11: 0=Clockwise, 1=Counterclockwise (comment: The direction the Peepas spin in.)
Unknown Value 13: value at nybbles 13
Gap Replacement: list at nybbles 15: 0=Empty, 1=Coins, 2=Entire Circle is Coins (comment: Coins in circle jump up 1 tile after level fade-in.)
Peepa Gap Position: bitfield at nybbles 16-19 (comment: The gap where the player can jump through)
231Boohemoth
Triggering Event ID: value at nybbles 0-1 (comment: Spawns with "flourish" when flag is triggered.)
Path ID: value at nybbles 9
Direction: list at nybbles 10: 0=Right, 1=Left (comment: Changes the direction of the Boohemoth, with 0 being right, and 1 being left.)
Has Camera Priority: checkbox on nybbles 11 with mask 1 (comment: When checked, the Boohemoth has priority over the camera's movement. This allows it to stop camera movement when looked at.)
232Spiny
Enable 1up Trick: checkbox on nybbles 6 with mask 1 (comment: Makes it possible to use the infinite 1up trick with this spiny's shell.)
Smaller bottom sensor: checkbox on nybbles 8 with mask (comment: Causes sprite to fall faster from ledges.)
State: list at nybbles 11: 0=Normal, 1=Spiny Egg, 2=In Shell, 3=Upside-Down In Shell (comment: Determines the state the spiny will spawn in. Unused.)
233Ceiling Spiny
Enable 1up Trick: checkbox on nybbles 6 with mask 1 (comment: Makes it possible to use the infinite 1up trick with this spiny's shell.)
State: list at nybbles 8: 0=Hanging, 1=Already Falling (comment: Determines the initial state of the spiny.)
234Spiked Ball
Fall When Spawning: checkbox on nybbles 4 with mask (comment: If checked, the spiked ball will fall straight down and bounce when hitting the ground, then will start to move horizontally.)
Smaller bottom sensor: checkbox on nybbles 6 with mask (comment: Causes sprite to fall faster from ledges.)
No Horizontal Movement: checkbox on nybbles 7 with mask (comment: If checked, the spiked ball will not move horizontally by its own, but can still be moved if pushed by other objects.)
Maintain Momentum: checkbox on nybbles 8 with mask (comment: Spiked Ball keeps its momentum when it hits other objects.)
Direction: list at nybbles 10: 0=Left, 1=Right, 2=Facing Player (comment: Sets the starting direction.)
Speed: list at nybbles 11: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast
Don't Keep Last Position: checkbox on nybbles 16 with mask 1 (comment: If checked the spiked ball will return to its initial position when the player gets too far away from it.)
Unknown 17: value at nybbles 17
Behavior: list at nybbles 19: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: Behaviours loop after value 3)
235Big Spiked Ball
Smaller bottom sensor: value at nybbles 6 (comment: Causes sprite to fall faster from ledges.)
Maintain Momentum: checkbox on nybbles 8 with mask 1 (comment: Spiked Ball keeps its momentum when it hits other objects.)
Direction: list at nybbles 10: 0=Left, 1=Right, 2=Facing Player (comment: Sets the starting direction.)
Speed: list at nybbles 11: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast
Don't Keep Last Position: checkbox on nybbles 16 with mask 1 (comment: If checked the spiked ball will return to its initial position when the player gets too far away from it.)
Unknown 17: value at nybbles 17
Behavior: list at nybbles 19: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height
236Mega Spiked Ball
Speed Up When Offscreen: checkbox on nybbles 5 with mask 1 (comment: If checked, the Spiked Balls speed will increase when it is off screen.)
Smaller bottom sensor: checkbox on nybbles 6 with mask (comment: Causes sprite to fall faster from ledges.)
Maintain Momentum: checkbox on nybbles 8 with mask 1 (comment: Spiked Ball keeps its momentum when it hits other objects.)
Direction: list at nybbles 10: 0=Left, 1=Right, 2=Facing Player
Speed: list at nybbles 11: 0=Slow, 1=Fastest, 2=Faster, 3=Slower, 4=Slowest (Ignores Direction), 5=Only Moves on Slope (comment: Determines the speed of the spiked ball. Some values ignore the direction nybble and go right regardless.)
Don't Keep Last Position: checkbox on nybbles 16 with mask 1 (comment: If checked the spiked ball will return to it's initial position when the player gets too far away from it.)
Unknown 17: value at nybbles 17
Behavior: list at nybbles 19: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height
237Spiked Ball Spawner
Spiked Ball Movement Speed: list at nybbles 7: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast (comment: Determines the movement speed of the Spiked Balls.)
Direction: list at nybbles 8: 0=Left, 1=Right, 2=Towards Player (comment: The direction that the Spiked Balls spawn.)
Ball Limit: value at nybbles 9 (comment: If the number of spiked balls on screen is greater than or equal to this value, spiked balls will not spawn. A value of 0 limits to 3 balls.)
Respawn Delay: value at nybbles 12-14 (comment: The time between each spiked ball in frames. 0 is 180 Frames.)
Snakeblock Detection Mode: list at nybbles 16: 0=Both Tiles, 1=Single Tile (comment: Determines how many tiles have to be covered by a snakeblock to cause the spikeball to spawn. (Only used when mode is 1))
Maintain Momentum: checkbox on nybbles 17 with mask (comment: Spiked Ball keeps it's momentum when it hits other objects.)
Mode: list at nybbles 18: 0=Normal, 1=Only Spawn When Above Snakeblock (comment: Determines the spawning mode for the spawner.)
Behavior: list at nybbles 19: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: How the Spiked Ball will behave. Values greater than 3 are unused.)
238Synchronized Spiked Ball Spawner
Group ID: value at nybbles 5 (comment: Use this ID to link it to a GroupID (98))
Spiked Ball Movement Speed: list at nybbles 7: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast
Direction: list at nybbles 8: 0=Left, 1=Right, 2=Towards Player (comment: The direction that the spiked balls spawn.)
Ball Limit: value at nybbles 9 (comment: If the number of spiked balls on screen is greater than or equal to this value, spiked balls will not spawn. A value of 0 limits to 3 balls.)
Respawn Delay: value at nybbles 12-14 (comment: The time between each spiked ball in frames. 0 is 180 Frames.)
Snakeblock Detection Mode: list at nybbles 16: 0=Both Tiles, 1=Single Tile (comment: Determines how many tiles have to be covered by a snakeblock to cause the spikeball to spawn. (Only used when mode is 1))
Maintain Momentum: checkbox on nybbles 17 with mask (comment: Spiked Ball keeps it's momentum when it hits other objects.)
Mode: list at nybbles 18: 0=Normal, 1=Only Spawn When Above Snakeblock (comment: Determines the spawning mode for the spawner.)
Behavior: list at nybbles 19: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: How the spiked ball will behave. Values greater than 3 are unused.)
239Swinging Vine
Triggering Event ID: value at nybbles 0-1 (comment: When triggered, the vine will spawn. [Unused])
Triggering Event ID 2: value at nybbles 2-3 (comment: When triggered, the vine will spawn. [Unused])
No swing syncing: checkbox on nybbles 4 with mask
Swing Manually: checkbox on nybbles 5 with mask (comment: Lets the player swing the vine manually like in NSMBW.)
Swinging Speed: value at nybbles 8 (comment: The speed of the vine.)
Start Position: value at nybbles 9 (comment: Determines the start position of the vine.)
Swing Distance: value at nybbles 10 (comment: The distance of the swing arc.)
Length: list at nybbles 11: 0=4 Tiles, 1=5 Tiles, 2=6 Tiles, 3=7 Tiles, 4=8 Tiles, 5=9 Tiles, 6=10 Tiles, 7=11 Tiles, 8=12 Tiles (comment: Determines the length of the vine. Capped at 12.)
240Urchin
Triggering Event ID: value at nybbles 0-1 (comment: Starts moving when this Event ID is activated.)
Unknown Value 12: value at nybbles 5
Movement Type: list at nybbles 6: 0=Up/Down, 1=Right/Left, 2=Stationary (comment: Determines the movement type.)
Movement Distance: value at nybbles 7 (comment: How far the Urchin will move before changing direction.)
Shorter Movement: checkbox on nybbles 8 with mask 1 (comment: If checked, the Urchin will change direction upon returning to it's starting position, rather than moving past it.)
Mirrored Movement: checkbox on nybbles 9 with mask 1 (comment: When checked the movement will be in the oposite direction.)
Movement Speed: list at nybbles 10: 0=Normal, 1=Fast, 2=Fastest (comment: Determines the speed of movement. 2 is unused. Values > 2 are the same as 0.)
Large: checkbox on nybbles 11 with mask 1 (comment: When checked the Urchin will appear as a large Urchin.)
241Rotating Urchin
Hortizontal Direction : list at nybbles 6: 0=Left, 1=Right
Vertical Direction: list at nybbles 7: 0=Down, 1=Up (comment: Determines the direction the urchin will move.)
Unknown Value 7: value at nybbles 8
Large: checkbox on nybbles 9 with mask 1 (comment: When checked the urchin will be a large urchin.)
242Whirlpool
Disappear Upon Retraction: checkbox on nybbles 11 with mask 1 (comment: If this is checked, once the whirlpool retracts, it disappears instead of staying small. [Unused])
243Ghost House Moving Wall
Boo Behavior: list at nybbles 6: 0=Appear After Stopping, 1=Always Visible (comment: If set to "Appear After Stopping" the boos will appear when reaching a node with a delay value set, or when reaching the final node in the path.)
Y Position Offset: value at nybbles 7 (comment: Offsets the wall's y position.)
Wall Type: list at nybbles 8: 0=Right Side, 1=Right Side With Offset, 2=Left Side (comment: Determines the wall type, value of 3 crashes the game, values >3 repeat.)
Start Delay: value at nybbles 9-10 (comment: Determines how long to wait before the wall starts moving.)
Path ID: value at nybbles 11 (comment: Sets what path the wall should move along.)
244Chain Chomp
Pole Length: list at nybbles 11: 0=Three, 1=One (comment: The length of the pole.)
245Wendy O. Koopa
246Wendy O. Koopa - Water
247Invisible Bouncy Block
Width: value at nybbles 4 (comment: Width of the blocks. (Value + 1))
248Move-once-on Ghost House Platform
Movement Direction: list at nybbles 6: 0=Right, 1=Left, 2=Up, 3=Down (comment: The direction the platform moves when the player steps on it. 0 and 1 are unused.)
Height: value at nybbles 8
Behavior: list at nybbles 9: 0=Normal, 1=Keeps Moving, 2=Doesn't Go Back
Number of Passengers: value at nybbles 10 (comment: Only players are considered passengers.)
Width: value at nybbles 11
Speed: list at nybbles 15: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: The speed the platform moves. Values > 4 Don't work.)
249Rotation-controlled Resizable Platform - Tower
Z-Order: list at nybbles 5: 0=Above Layer 1 Tiles, 1=Below Layer 1 Tiles (comment: Determines the Z Position for the platform.)
Slippery: checkbox on nybbles 6 with mask (comment: When checked, the lift will be slippery as if it is made of ice. [Unused])
Width: value at nybbles 17
Height: value at nybbles 19
Rotation ID: value at nybbles 20-21
250Rotation-controlled Resizable Platform - Checkered
Z-Order: list at nybbles 5: 0=Above Layer 1 Tiles, 1=Below Layer 1 Tiles (comment: Determines the Z Position for the platform.)
Slippery: checkbox on nybbles 6 with mask (comment: When checked, the lift will be slippery as if it is made of ice. [Unused])
Width: value at nybbles 17
Height: value at nybbles 19
Rotation ID: value at nybbles 20-21
251Treasure Chest
Triggering Event ID: value at nybbles 0-1 (comment: Unused. This ID can trigger the chest to open, but will need a Toad in order to be spawned.)
Contents: list at nybbles 4: 0=Super Mushroom, 1=Super Mushroom, 2=Fire Flower, 3=Super Mushroom, 4=Super Leaf, 5=Gold Flower Card, 6=Mini Mushroom, 7=Super Star, 8=Super Mushroom, 9=Mega Mushroom, 10=Super Mushroom, 11=1-Up, 12=Super Mushroom, 13=Super Mushroom, 14=Super Mushroom, 15=Super Mushroom (comment: Everything apart from 5 and 7 is unused.)
252Item
Triggering Event ID: value at nybbles 0-1 (comment: Spawns when flag is on. Doesn't despawn when flag is off.)
Item: list at nybbles 4: 0=Super Mushroom, 1=Super Mushroom, 2=Fire Flower, 4=Super Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Super Star, 9=Mega Mushroom, 11=1-Up (comment: Determines the type of item to spawn. All other values spawn Mushrooms.)
Spawn Type: list at nybbles 6: 0=From Pipe, 1=Thrown (comment: Determines how the item spawns. Values > 1 are repeats.)
Delay (Range): value at nybbles 7 (comment: This field is used to add a value to the delay between items (selected between 0 and the value entered). Set to 3 in 1-UP Toad Houses.)
Delay Between Items: value at nybbles 8 (comment: Dictates the delay between item spawns. Higher values = longer delay.)
Amount to Spawn: value at nybbles 9 (comment: The total number of items to spawn.)
Item Speed: list at nybbles 10: 0=Normal, 1=Fast, 2=Faster, 3=Fastest, 4=Slow, 5=Slower, 6=Even Slower, 7=Slowest (comment: Determines the item speed. Values > 7 are repeats.)
Throw/Travel Direction: list at nybbles 11: 0=Right, 2=Left (comment: Odd numbers are right, and even numbers are left.)
253Larry Koopa - Solid On Top Platform
Length: value at nybbles 4 (comment: Values after 7 loop back to 0)
254Vertical Lift - Totem
Triggering Event ID: value at nybbles 0-1
Event Triggered: checkbox on nybbles 4 with mask (comment: When checked the platform will appear uppon the triggering event being activated.)
Slower Movement: checkbox on nybbles 5 with mask (comment: If checked, the platform will move slower.)
Starting Direction: list at nybbles 7: 0=Up, 1=Down (comment: Determines the starting direction.)
Distance: value at nybbles 9 (comment: Distance the platform moves up, in tiles.)
Width: value at nybbles 11 (comment: Value + 1)
255Bowser Head Statue
No Head: checkbox on nybbles 7 with mask 1 (comment: Unused, When checked no head will spawn.)
Direction (Broken): list at nybbles 8: 0=Left, 1=Right (comment: Unused, if set to right the flame will fire to the right but the head will not spawn.)
Delay: value at nybbles 10 (comment: Controls the delay between shots.)
Flame Type: list at nybbles 11: 0=Normal Flame, 1=No Flame, 2=Purple Flame, 3=Purple Flame (Broken) (comment: Determines the type of flame the head will shoot. In order to spawn a Purple Flame, Event 5 must be turned on.)
256Invisible Ceiling
Head Bonk Sound: checkbox on nybbles 4 with mask (comment: If checked the sound of Mario bonking his head will be played when hitting the Invisible Ceiling, like regular blocks.)
Width: value at nybbles 10-11 (comment: Sets the width of the invisible ceiling.)
257Movement-controlled Bone Platform
Target Event ID (Step On): value at nybbles 0-1 (comment: Activated upon being stepped on.)
Target Event ID (Ground Pound): value at nybbles 2-3 (comment: Activated on ground-pound.)
Player Maintains Momentum: checkbox on nybbles 5 with mask 1 (comment: Allows Mario to maintain the momentum of the platform when jumping.)
Unknown Value 7: value at nybbles 7
Above Layer 1: checkbox on nybbles 8 with mask 1 (comment: Makes the platform appear above layer 1 tiles.)
Sway Sync: list at nybbles 9: 0=One, 1=Two (comment: Determines the sway sync to use. Platforms with sync 1 will sway in the opposite direction to those with sync 2. Values greater than 1 repeat.)
Unknown Value 20: value at nybbles 13
Sway Down Distance: value at nybbles 14 (comment: Determines how far down the platform will move when swaying.)
Is Ground-poundable: checkbox on nybbles 17 with mask (comment: It will allow the head part to be ground-pounded.)
Height Position on Ending: list at nybbles 18: 0=Start Height + Sway Down Distance, 1=Start Height (comment: Used to determine the height (relative to ending Path Node) the platform will remain at when it reaches the end of his path. If Sway Sync is 1, it will be higher up. If Sway Sync is 2, it will be lower down.)
Piece Type: list at nybbles 19: 0=Head, 1=Long Middle Piece, 2=End Piece, 3=Short Middle Piece
Movement ID: value at nybbles 20-21 (comment: Used to pair the platforms to a movement controller. Requires path controller (188))
258Big Bowser and Big Dry Bowser - Controller
Triggering Event ID: value at nybbles 0-1 (comment: This triggering ID triggers all of the platforms.)
Is Dry Bowser: checkbox on nybbles 11 with mask
259Rotation-controlled Hard Block
Rotation Mode: list at bits 16-17: 0=Normal, 1=Start Upside Down, 2=Gimbal Rotation (comment: The behavior of this rotating hard block.)
Use Rotation Controller Starting Rotation Offset: checkbox on bits 19 with mask (comment: If enabled, the Block Will use the start offset specified in the rotation controller.)
Tilt Tile Graphic Angle: value at nybbles 8 (comment: Tilts only the block's graphics by n degrees to the right. If the Rotation Mode is set to Start Upside-Down, it will be tilted to the left instead.)
Type: list at nybbles 18: 0=Stone, 1=Rotation Pivot, 2=Used, 3=Brick (comment: 3 only has the appearance of a Brick Block. Seems to repeat after 3.)
Rotation ID: value at nybbles 20-21
260Reznor Cutscene Controller - Roy
261Reznor Cutscene Controller - Iggy
262Reznor Cutscene Controller - Wendy
263Reznor Cutscene Controller - Morton
264Reznor Cutscene Controller - Ludwig von Koopa
265Reznor Cutscene Controller - No Koopaling
266Flash-attack Koopalings in Clown Car
End Location ID: value at nybbles 10
Start Location ID: value at nybbles 11
267Long ? Block
Contents: list at nybbles 19: 0=Empty, 1=Coin, 2=Fire Flower, 4=Super Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star/Coin, 10=10 Coins, 11=1-UP, 13=Trampoline, 14=Mushroom/Coin (comment: Always contains two coins plus whatever is selected here. )
268Fixed-Size Platform - Lava
Triggering Event ID: value at nybbles 0-1
Mode: list at nybbles 4: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: 1 freezes the lift at its position if event triggered. 2 moves the lift if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybbles 5: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right (Above Layer 1), 5=Left (Above Layer 1), 6=Up (Above Layer 1), 7=Down (Above Layer 1), 8=Right (Delayed), 9=Left (Delayed), 10=Up (Delayed), 11=Down (Delayed), 12=Right (Delayed and Above Layer 1), 13=Left (Delayed and Above Layer 1), 14=Up (Delayed and Above Layer 1), 15=Down (Delayed and Above Layer 1) (comment: The direction the lift moves.)
Above Layer 1: checkbox on nybbles 5 with mask 4
Delay on Start: checkbox on nybbles 5 with mask 8 (comment: When checked, the start delay will also occur at the beginning, instead of moving immediately.)
Slippery: checkbox on nybbles 6 with mask (comment: When checked, the lift will be slippery as if it is made of ice. [Unused])
Spikes (Broken): list at nybbles 7: 0=None, 1=Top, 2=Bottom, 3=Top/Bottom, 4=Left, 5=Right, 6=Left/Right (comment: Spikes are invisible, but still hurt the player. 7/8 produce messed up hitboxes, repeats after 8.)
Spawn Behavior: list at nybbles 9: 0=Normal, 1=Unload if far from start of zone, 2=Unload when loaded (comment: Needs further testing.)
Tiles to Move (When triggered): value at nybbles 10-11 (comment: The distance the lift moves when event triggered.)
Start Delay: value at nybbles 12
End Delay: value at nybbles 13
Tiles to Move: value at nybbles 14 (comment: The distance the lift moves.)
Movement Speed: list at nybbles 15: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: The speed the lift moves at. Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
[Deprecated] Width: value at nybbles 17 (comment: Does nothing, presumably would have set the lift width at some point.. Seen in 6-1)
Type: list at nybbles 19: 0=Normal, 1=Tall and Skinny (comment: The type of lift the sprite should be.)
269Gold Ship
Player Maintains Momentum: checkbox on nybbles 5 with mask (comment: Allows Mario to maintain the momentum of the ship when jumping.)
Movement ID: value at nybbles 20-21 (comment: Link with Sprite 188)
270Icy Spiked Ball
Fall When Spawning: checkbox on nybbles 4 with mask (comment: If checked, the spiked ball will fall straight down and bounce when hitting the ground, then will start to move horizontally.)
Smaller bottom sensor: checkbox on nybbles 6 with mask (comment: Causes sprite to fall faster from ledges.)
No Horizontal Movement: checkbox on nybbles 7 with mask (comment: If checked, the spiked ball will not move horizontally by its own, but can still be moved if pushed by other objects.)
Maintain Momentum: checkbox on nybbles 8 with mask (comment: Spiked Ball keeps its momentum when it hits other objects.)
Direction: list at nybbles 10: 0=Left, 1=Right, 2=Facing Player (comment: Sets the starting direction.)
Speed: list at nybbles 11: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast
Don't Keep Last Position: checkbox on nybbles 16 with mask 1 (comment: If checked the spiked ball will return to its initial position when the player gets too far away from it.)
Unknown 17: value at nybbles 17
Behavior: list at nybbles 19: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: Behaviours loop after value 3)
271Big Icy Spiked Ball
Higher sensor: checkbox on nybbles 6 with mask
Maintain Momentum: checkbox on nybbles 8 with mask 1 (comment: Spiked Ball keeps its momentum when it hits other objects.)
Direction: list at nybbles 10: 0=Left, 1=Right, 2=Facing Player (comment: Sets the starting direction.)
Speed: list at nybbles 11: 0=Only Moves on Slope, 1=Slow, 2=Medium, 3=Fast, 4=Super Fast
Don't Keep Last Position: checkbox on nybbles 16 with mask 1 (comment: If checked the spiked ball will return to its initial position when the player gets too far away from it.)
Unknown 17: value at nybbles 17
Behavior: list at nybbles 19: 0=Normal, 1=Stationary, 2=Pass Through Walls, 3=Remain at One Height (comment: Behaviours loop after value 3)
272Peach Cage For Cutscene
273Coin Roulette Block
Triggering Event ID: value at nybbles 0-1 (comment: Spawned if on with no "flourish".)
Destroyable: checkbox on nybbles 18 with mask 1 (comment: When checked the roulette block can be destroyed by other sprites.)
Type: list at nybbles 19: 0=Starts on five, 1=Starts on 10, 2=Big, 3=Starts on 50 (comment: Values greater than 3 are repeated.)
274Flying Gold Block Spawn Point
Flies to the Left: checkbox on nybbles 7 with mask
Checkpoint Number: list at nybbles 9: 0=One, 1=Two (comment: Determines the checkpoint to spawn at. Only takes effect if nybble 6 == 1.)
Behavior: list at nybbles 10: 0=Flies Away, 1=Flies side to side, 2=Flies in place, 3=Frozen in place (comment: How the gold block will act after spawning. 3 is unused. Values > 3 repeat.)
Spawn at: list at nybbles 11: 0=Start, 1=Checkpoint (comment: Determines the spawn location.)
275Long ? Block - Underground
Contents: list at nybbles 19: 0=Empty, 1=Coin, 2=Fire Flower, 4=Super Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star/Coin, 10=10 Coins, 11=1-UP, 13=Trampoline, 14=Mushroom/Coin (comment: Always contains two coins plus whatever is selected here. Only 1 and 2 are used.)
276Long ? Block - Lava
Contents: list at nybbles 19: 0=Empty, 1=Coin, 2=Fire Flower, 4=Super Leaf, 5=Gold Flower, 6=Mini Mushroom, 7=Star, 8=Star/Coin, 10=10 Coins, 11=1-UP, 13=Trampoline, 14=Mushroom/Coin (comment: Always contains two coins plus whatever is selected here. Only 1 and 4 are used.)
277Switchable Conveyor Belt
Triggering Event ID: value at nybbles 0-1 (comment: Moves in reverse while this event is on.)
Reversed: checkbox on nybbles 10 with mask 1 (comment: Unused. When checked the conveyor will move in the oposite direction, however the graphics will not correctly reflect this.)
Bigger Conveyor (Crash): checkbox on nybbles 11 with mask 1 (comment: Unused. Attempts to load larger conveyor belt from non existent file "boss_lemmy_beltconveyor.bcres")
278Assist Block
Checkpoint Number: list at nybbles 10: 0=One, 1=Two (comment: Determines what checkpoint to spawn at.)
Appears At Checkpoint: checkbox on nybbles 11 with mask 1 (comment: Only spawns if Mario spawned from a Checkpoint.)
279Rubber Ball
Direction: list at nybbles 10: 0=Towards Player, 1=Left, 2=Right
Bounces Higher: checkbox on nybbles 11 with mask (comment: Makes the ball bounce higher. [Unused])
280+ Clock
Type: list at nybbles 11: 0=50 Mario Seconds (Green), 1=10 Mario Seconds (Blue)
281Movement-controlled Rectangular Ice Platform
Movement ID: value at nybbles 20-21 (comment: Used to pair with a path Movement Controller (188))
282Resizable Platform - Ghost House
Triggering Event ID: value at nybbles 0-1
Mode: list at nybbles 4: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: 1 freezes the lift at its position if event triggered. 2 moves the lift if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybbles 5: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right (Above Layer 1), 5=Left (Above Layer 1), 6=Up (Above Layer 1), 7=Down (Above Layer 1), 8=Right (Delayed), 9=Left (Delayed), 10=Up (Delayed), 11=Down (Delayed), 12=Right (Delayed and Above Layer 1), 13=Left (Delayed and Above Layer 1), 14=Up (Delayed and Above Layer 1), 15=Down (Delayed and Above Layer 1) (comment: The direction the lift moves.)
Above Layer 1: checkbox on nybbles 5 with mask 4
Delay on Start: checkbox on nybbles 5 with mask 8 (comment: When checked, the start delay will also occur at the beginning, instead of moving immediately.)
Slippery: checkbox on nybbles 6 with mask (comment: When checked, the lift will be slippery as if it is made of ice. [Unused])
Spikes: list at nybbles 7: 0=None, 1=Top, 2=Bottom, 3=Top/Bottom, 4=Left, 5=Right, 6=Left/Right (comment: 7/8 produce messed up hitboxes, repeats after 8)
Spawn Behavior: list at nybbles 9: 0=Normal, 1=Unload if far from start of zone, 2=Unload when loaded (comment: Needs further testing.)
Tiles to Move (When triggered): value at nybbles 10-11 (comment: The distance the lift moves when event triggered.)
Start Delay: value at nybbles 12
End Delay: value at nybbles 13
Tiles to Move: value at nybbles 14 (comment: The distance the lift moves.)
Movement Speed: list at nybbles 15: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: The speed the lift moves at. Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
Width: value at nybbles 17 (comment: Value + 1. If it's 0 the game will set it to 1.)
Height: value at nybbles 19 (comment: Value + 1. If it's 0 the game will set it to 1.)
283Fixed-Size Platform - Larry Battle
Triggering Event ID: value at nybbles 0-1
Mode: list at nybbles 4: 0=Already Moving, 1=Disabled By Event, 2=Enabled By Event (comment: 1 freezes the lift at its position if event triggered.)
Direction: list at nybbles 5: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right (Above Layer 1), 5=Left (Above Layer 1), 6=Up (Above Layer 1), 7=Down (Above Layer 1), 8=Right (Delayed), 9=Left (Delayed), 10=Up (Delayed), 11=Down (Delayed), 12=Right (Delayed and Above Layer 1), 13=Left (Delayed and Above Layer 1), 14=Up (Delayed and Above Layer 1), 15=Down (Delayed and Above Layer 1) (comment: The direction the lift moves.)
Above Layer 1: checkbox on nybbles 5 with mask 4
Delay on Start: checkbox on nybbles 5 with mask 8 (comment: When checked, the start delay will also occur at the beginning, instead of moving immediately.)
Spawn Behavior: list at nybbles 9: 0=Normal, 1=Unload if far from start of zone, 2=Unload when loaded (comment: Needs further testing.)
Tiles to Move (When triggered): value at nybbles 10-11 (comment: The distance the lift moves when event triggered.)
Start Delay: value at nybbles 12
End Delay: value at nybbles 13
Tiles To Move: value at nybbles 14 (comment: The distance the lift moves.)
Movement Speed: list at nybbles 15: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: The speed the lift moves at. Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
[Depricated] Width: value at nybbles 17 (comment: Does nothing, presumably would have set the lift width at some point.)
[Depricated] Height: value at nybbles 19 (comment: Does nothing, presumably would have set the lift height at some point.)
284Chandelier Lift - Small
Rotation ID: value at nybbles 21
285Chandelier Lift - Medium
Rotation ID: value at nybbles 21
286Chandelier Lift - Big
Rotation ID: value at nybbles 21
287Door - Toad House
288Resources Loader - Mega Mario
289Mushroom Trampoline - Castle
Triggering Event ID (With stem): value at nybbles 0-1 (comment: When triggered the mushroom will spawn with a stem.)
Triggering Event ID: value at nybbles 2-3 (comment: When triggered the mushroom will spawn.)
Solid on Top Only: checkbox on nybbles 10 with mask 1 (comment: Allows for the player to jump through the bottom of the platform.)
Shorter Platform: checkbox on nybbles 17 with mask 1
290Path-controlled Climbable Fence (small)
Unknown 5: value at nybbles 5
Starting Path Node: value at nybbles 7-8 (comment: The ID of the path node the fence will start at.)
Path ID: value at nybbles 9-10
Start Behavior: list at nybbles 12: 1=Already Moving, 0=Move when Touched, 2=Move when Touched (All Players) (comment: If set to Already Moving, the fence will be moving without Mario touching it.)
Direction: list at nybbles 13: 0=Forwards, 1=Backwards (comment: Sets the direction of movement.)
Ending Behavior: list at nybbles 14: 0=Falls Off, 1=Go Back, 2=Stops (comment: How the fence should act when it gets to the end of its path.)
Smooth Movement: checkbox on nybbles 15 with mask (comment: When enabled, the fence will smoothen out all direction changes.)
291Path-controlled Climbable Fence (medium)
Unknown 5: value at nybbles 5
Starting Path Node: value at nybbles 7-8 (comment: The ID of the path node the fence will start at.)
Path ID: value at nybbles 9-10
Start Behavior: list at nybbles 12: 1=Already Moving, 0=Move when Touched, 2=Move when Touched (All Players) (comment: If set to Already Moving, the fence will be moving without Mario touching it.)
Direction: list at nybbles 13: 0=Forwards, 1=Backwards (comment: Sets the direction of movement.)
Ending Behavior: list at nybbles 14: 0=Falls Off, 1=Go Back, 2=Stops (comment: How the fence should act when it gets to the end of its path.)
Smooth Movement: checkbox on nybbles 15 with mask (comment: When enabled, the fence will smoothen out all direction changes.)
292Warp Cannon Signboard
293Boxing Glove
Triggering Event ID: value at nybbles 0-1
Movement ID: value at nybbles 20-21 (comment: Works with "Movement Controller - Back and Forth".)
294Warp Cannon
Unknown Value 11: value at nybbles 11
295Resources Loader - Whomp
296Toad
Target Event ID: value at nybbles 0-1
297Rail-controlled Switchable Fence
Starting Behavior: list at nybbles 6: 0=Already Moving, 1=Move when Touched, 2=Move when Touched (All Players) (comment: Nybble with mask 2. Makes the fence so Mario has to activate it before it starts moving.)
Move Left: checkbox on nybbles 7 with mask 1 (comment: Makes the fence start moving to the left.)
Behavior: list at nybbles 9: 0=No Switching, 1=Fall When Hit, 2=Start on Bottom, 3=Start on Top (comment: Determines how the fence acts, and the side of the rail that the fence starts on.)
Speed: list at nybbles 10: 4=Slowest, 5=Slower, 0=Slow, 1=Medium, 2=Fast, 3=Fastest (comment: Determines the speed of movement for the fence. Values 6+ appear to switch the direction when the fence is set to move to the right.)
Size: list at nybbles 11: 0=3x3, 1=3x6, 2=6x3, 3=Unused 6x6 with 3x3 model (comment: The size of the fence. A value of 3 produces a broken unused fence with the collision of a 6x6 fence but the model of a 3x3 fence.)
298Resources Loader - Applause Coin
Unknown Value 12: value at nybbles 5
299Fixed-Size Platform - Lemmy Battle
300Applause Coin
Triggering Event ID: value at nybbles 0-1
Visibility State: list at nybbles 11: 0=Visible, 1=Not Visible (comment: This state changes when the triggering event is triggered.)
301Big Bowser Battle - Lift Controller
Spawn Pattern: list at nybbles 11: 0=Random, 1=Pattern (comment: If pattern is set to Random, the controller don't require any Up-moving Lift (310) to be placed in order to spawn them. If pattern is set to, it will spawn Up-moving Lifts based off how they are laid out in the level.)
302Moon Coin
Target Event ID: value at nybbles 0-1
Target Event ID 2: value at nybbles 2-3 (comment: Deactivates the event after a short amount of time after the Star Coin has been collected. Time matches with the P-Switch music length.)
Number: list at nybbles 8: 0=One, 1=Two, 2=Three
Z Position: list at nybbles 9: 0=Above Layer 1, 1=Above Layer 2 | No Collision, 2=Above Layer 2, 3=Above Layer 1 | No Collision (comment: Determines the Z Position for the Moon Coin.)
Rotation ID: value at nybbles 20-21 (comment: Used to pair with either a swaying or spinning controller. [Unused])
303Rotation-controlled Moon Coin
Rotation Mode: list at bits 16-18: 0=Normal, 1=Upside Down Coin, 2=Gimbal Rotation, 4=Upside Down Coin (comment: The behavior of this rotating moon coin.)
Use Rotation Controller Starting Rotation Offset: checkbox on bits 19 with mask (comment: If enabled, the Star Coin Will use the start offset specified in the rotation controller.)
Target Event ID: value at nybbles 0-1
Target Event ID 2: value at nybbles 2-3 (comment: Deactivates the event after a short amount of time after the Star Coin has been collected. Time matches with the P-Switch music length.)
Unknown 6: value at nybbles 6
Number: list at nybbles 8: 0=One, 1=Two, 2=Three
Z Position: list at nybbles 9: 0=Above Layer 1, 1=Above Layer 2 | No Collision, 2=Above Layer 2, 3=Above Layer 1 | No Collision (comment: Determines the Z Position for the Moon Coin.)
Rotation ID: value at nybbles 20-21 (comment: Used to pair with either a swaying or spinning controller.)
304*Big Bowser Flame
Is Blue: checkbox on nybbles 7 with mask 1 (comment: When checked the flame will be blue.)
305Movement-controlled Ice Platform
Target Event ID: value at nybbles 0-1 (comment: This event ID is triggered once the player steps onto the platform.)
Player Maintains Momentum: checkbox on nybbles 4 with mask (comment: Allows Mario to maintain the momentum of the platform when jumping.)
Unknown 10: value at nybbles 10
Type: list at nybbles 11: 0=One Platform, 1=Two Platforms, 2=Tiered Platform (comment: Sets the type of platform to spawn. Values of 3 or higher will cause the game to crash.)
Movement ID: value at nybbles 20-21 (comment: Used to pair with a movement controller. Only works with path controller (188))
306Big Bowser Battle - Bowser Head Statue
Triggering Event ID: value at nybbles 0-1
No Head (Broken): checkbox on nybbles 7 with mask 1 (comment: This would presumably cause no head model to spawn, however the head model never spawns anyway and therefore this is useless.)
Direction: list at nybbles 8: 0=Left, 1=Right (comment: Determines the fireing direction.)
Delay: value at nybbles 10 (comment: Controls the delay between shots.)
Flame Type: list at nybbles 11: 0=Normal Flame, 1=No Flame, 2=Purple Flame, 3=Blue Flame (Broken) (comment: Determines the type of flame the head will shoot, blue flames don't work, values > 3 repeat.)
307Fixed-Size Platform - Ruins
Triggering Event ID: value at nybbles 0-1
Mode: list at nybbles 4: 0=Already Moving, 1=Disabled By Event, 2=Enabled By Event (comment: 1 freezes the lift at its position if event triggered. 2 moves the lift if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybbles 5: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right (Above Layer 1), 5=Left (Above Layer 1), 6=Up (Above Layer 1), 7=Down (Above Layer 1), 8=Right (Delayed), 9=Left (Delayed), 10=Up (Delayed), 11=Down (Delayed), 12=Right (Delayed and Above Layer 1), 13=Left (Delayed and Above Layer 1), 14=Up (Delayed and Above Layer 1), 15=Down (Delayed and Above Layer 1) (comment: The direction the lift moves.)
Above Layer 1: checkbox on nybbles 5 with mask 4
Delay on Start: checkbox on nybbles 5 with mask 8 (comment: When checked, the start delay will also occur at the beginning, instead of moving immediately.)
Slippery: checkbox on nybbles 6 with mask (comment: When checked, the lift will be slippery as if it is made of ice. [Unused])
Spikes (Broken): list at nybbles 7: 0=None, 1=Top, 2=Bottom, 3=Top/Bottom, 4=Left, 5=Right, 6=Left/Right (comment: Spikes are invisible, but still hurt the player. 7/8 produce messed up hitboxes, repeats after 8.)
Spawn Behavior: list at nybbles 9: 0=Normal, 1=Unload if far from start of zone, 2=Unload when loaded (comment: Needs further testing.)
Tiles to Move (When triggered): value at nybbles 10-11 (comment: The distance the lift moves when event triggered.)
Start Delay: value at nybbles 12
End Delay: value at nybbles 13
Tiles to Move: value at nybbles 14 (comment: The distance the lift moves.)
Movement Speed: list at nybbles 15: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: The speed the lift moves at. Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
[Depricated] Width: value at nybbles 16 (comment: Does nothing, presumably would have set the lift width at some point.)
[Depricated] Height: value at nybbles 19 (comment: Does nothing, presumably would have set the lift height at some point.)
308Fixed-Size Platform - Sand
Triggering Event ID: value at nybbles 0-1
Mode: list at nybbles 4: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: 1 freezes the lift at its position if event triggered. 2 moves the lift if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybbles 5: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right (Above Layer 1), 5=Left (Above Layer 1), 6=Up (Above Layer 1), 7=Down (Above Layer 1), 8=Right (Delayed), 9=Left (Delayed), 10=Up (Delayed), 11=Down (Delayed), 12=Right (Delayed and Above Layer 1), 13=Left (Delayed and Above Layer 1), 14=Up (Delayed and Above Layer 1), 15=Down (Delayed and Above Layer 1) (comment: The direction the lift moves.)
Above Layer 1: checkbox on nybbles 5 with mask 4
Delay on Start: checkbox on nybbles 5 with mask 8 (comment: When checked, the start delay will also occur at the beginning, instead of moving immediately.)
Slippery: checkbox on nybbles 6 with mask (comment: When checked, the lift will be slippery as if it is made of ice. [Unused])
Spikes (Broken): list at nybbles 7: 0=None, 1=Top, 2=Bottom, 3=Top/Bottom, 4=Left, 5=Right, 6=Left/Right (comment: Spikes are invisible, but still hurt the player. 7/8 produce messed up hitboxes, repeats after 8.)
Spawn Behavior: list at nybbles 9: 0=Normal, 1=Unload if far from start of zone, 2=Unload when loaded (comment: Needs further testing.)
Tiles to Move (When triggered): value at nybbles 10-11 (comment: The distance the lift moves when event triggered.)
Start Delay: value at nybbles 12
End Delay: value at nybbles 13
Tiles to Move: value at nybbles 14 (comment: The distance the lift moves.)
Movement Speed: list at nybbles 15: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: The speed the lift moves at. Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
[Depricated] Width: value at nybbles 17 (comment: Does nothing, presumably would have set the lift width at some point.)
[Depricated] Height: value at nybbles 19 (comment: Does nothing, presumably would have set the lift height at some point.)
309Resource Loader - Ghost House Stairs
310Big Bowser Battle - Up-moving Lift
Triggering Event ID: value at nybbles 0-1
Spawns without Lift Controller: checkbox on nybbles 9 with mask
Spawn Delay / Speed: list at nybbles 10: 0=Normal / Slow, 1=Lower / Medium, 2=Lowest / Fast, 3=No Delay / Slower (comment: Higher values spawn first when paired with the controller.)
Length: list at nybbles 11: 0=Small, 1=Medium, 2=Long (comment: A value of 3 crashes the game. Values greater than 3 loops.)
311Big Coin Meteor
Triggering Event ID: value at nybbles 0-1
Speed (Horizontal): value at nybbles 6 (comment: 0 Is slowest, 15 is fastest.)
Speed (Vertical): value at nybbles 7 (comment: 0 Is slowest, 15 is fastest.)
Direction Of Movement: list at nybbles 8: 0=Left, 1=Right (comment: Determines the direction the coin will move in.)
Y Position Offset: value at nybbles 9 (comment: Offsets the Y position by +2 tiles for each value.)
X Position Offset: value at nybbles 10 (comment: Offsets the X position by +2 tiles for each value.)
Coin Value: list at nybbles 11: 0=10, 1=100 (comment: Determines the value of the coin. Values after 1 are repeated.)
312Disabler - Inventory
313Fixed-Size Platform - Underwater
Triggering Event ID: value at nybbles 0-1
Mode: list at nybbles 4: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: 1 freezes the lift at its position if event triggered. 2 moves the lift if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybbles 5: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right (Above Layer 1), 5=Left (Above Layer 1), 6=Up (Above Layer 1), 7=Down (Above Layer 1), 8=Right (Delayed), 9=Left (Delayed), 10=Up (Delayed), 11=Down (Delayed), 12=Right (Delayed and Above Layer 1), 13=Left (Delayed and Above Layer 1), 14=Up (Delayed and Above Layer 1), 15=Down (Delayed and Above Layer 1) (comment: The direction the lift moves.)
Above Layer 1: checkbox on nybbles 5 with mask 4
Delay on Start: checkbox on nybbles 5 with mask 8 (comment: When checked, the start delay will also occur at the beginning, instead of moving immediately.)
Slippery: checkbox on nybbles 6 with mask (comment: When checked, the lift will be slippery as if it is made of ice. [Unused])
Spikes: list at nybbles 7: 0=None, 1=Top, 2=Bottom, 3=Top/Bottom, 4=Left, 5=Right, 6=Left/Right (comment: 7/8 produce messed up hitboxes, repeats after 8.)
Spawn Behavior: list at nybbles 9: 0=Normal, 1=Unload if far from start of zone, 2=Unload when loaded (comment: Needs further testing.)
TIles to Move (When triggered): value at nybbles 10-11 (comment: The distance the lift moves when event triggered.)
Start Delay: value at nybbles 12
End Delay: value at nybbles 13
Tiles to Move: value at nybbles 14 (comment: The distance the lift moves.)
Movement Speed: list at nybbles 15: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest (Glitchy) (comment: The speed the lift moves at. Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
Size: list at nybbles 19: 0=2x11 Tiles, 1=4x9 Tiles (comment: Makes platform 4 tiles wide and 9 tiles high instead.)
314Spinning Tri-Platform - Ruins
Faster Rotation: checkbox on nybbles 5 with mask (comment: When checked the platform will rotate faster. [Unused])
Spins Clockwise: checkbox on nybbles 7 with mask
Size: list at nybbles 11: 0=Small, 1=Big
315Peach (Credits)
316Warp Cannon Rush Effect
Location ID: value at nybbles 11
317Spore Effect
318Fixed-Size Platform - Tower
Triggering Event ID: value at nybbles 0-1
Mode: list at nybbles 4: 0=Already moving, 1=Disabled By Event, 2=Enabled By Event (comment: 1 freezes the lift at its position if event triggered. 2 moves the lift if the flag is activated and moves back if the flag is deactivated.)
Direction: list at nybbles 5: 0=Right, 1=Left, 2=Up, 3=Down, 4=Right (Above Layer 1), 5=Left (Above Layer 1), 6=Up (Above Layer 1), 7=Down (Above Layer 1), 8=Right (Delayed), 9=Left (Delayed), 10=Up (Delayed), 11=Down (Delayed), 12=Right (Delayed and Above Layer 1), 13=Left (Delayed and Above Layer 1), 14=Up (Delayed and Above Layer 1), 15=Down (Delayed and Above Layer 1) (comment: The direction the lift moves.)
Above Layer 1: checkbox on nybbles 5 with mask 4
Delay on Start: checkbox on nybbles 5 with mask 8 (comment: When checked, the start delay will also occur at the beginning, instead of moving immediately.)
Slippery: checkbox on nybbles 6 with mask (comment: When checked, the lift will be slippery as if it is made of ice. [Unused])
Spikes (Broken): list at nybbles 7: 0=None, 1=Top, 2=Bottom, 3=Top/Bottom, 4=Left, 5=Right, 6=Left/Right (comment: Spikes are invisible, but still hurt the player. 7/8 produce messed up hitboxes, repeats after 8.)
Spawn Behavior: list at nybbles 8: 0=Normal, 1=Unload if far from start of zone, 2=Unload when loaded (comment: Needs further testing.)
Tiles to Move (When triggered): value at nybbles 10-11 (comment: The distance the lift moves when event triggered.)
Start Delay: value at nybbles 12
End Delay: value at nybbles 13
Tiles to Move: value at nybbles 14 (comment: The distance the lift moves.)
Movement Speed: list at nybbles 15: 0=Slow, 1=Medium, 2=Fast, 3=Very Fast, 4=Fastest(Glitchy) (comment: The speed the lift moves at. Values greater then 4 make the lift not move at all. 4 can be glitchy in certain circumstances.)
Height: list at nybbles 19: 1=2 Tiles, 0=3 Tiles, 2=4 Tiles (comment: Values greater than 2 cause the game to crash.)
319Staff Credits - Koopa Clown Car
320Path-controlled Lift
Starting Path Node: value at nybbles 7-8 (comment: The ID of the path node the platform will start at.)
Path ID: value at nybbles 9-10 (comment: The ID of the path the platform will follow.)
Platform Length: value at nybbles 11 (comment: Length of the platform.)
Start Behavior: list at nybbles 12: 0=Moves when Touched (Default), 1=Already Moving, 2=Moves when Touched (comment: Determines Starting Behaviour.)
Direction: list at nybbles 13: 0=Forwards, 1=Backwards (comment: Sets the direction of movement. If set to backwards while starting at node 0, the platform will spin in a circle. [Unused])
End Behavior: list at nybbles 14: 0=Falls, 1=Changes Direction, 2=Stops, 4=Disappears (comment: The behavior of the platform after it hits the last node. )
Smooth Direction Changes: checkbox on nybbles 15 with mask 1 (comment: When enabled, the platform will smooth out all all direction changes instead of snapping sharply.)
Rotation Behavior: list at nybbles 16: 0=Always, 2=When On Lift Only
Unknown Value 17: value at nybbles 17
321Mushroom Platform - Snow
Stretch Length: value at bits 24-26 (comment: Value is used differently depending on selected stretch mode.)
Tilt Angle: list at bits 32-34: 0=0°, 1=11.25°, 2=22.5°, 3=33.75°, 4=45°, 5=56.25°, 6=67.5°, 7=78.75° (comment: Determines the angle the mushroom will tilt to.)
Start Direction: list at bits 35: 0=Left, 1=Right (comment: Determines the initial direction the mushroom will tilt.)
Stem Length: value at nybbles 4 (comment: Value + 4)
Stretch Mode: list at nybbles 6: 0=Extend Stem, 2=Stretch When Tilting
Mushroom Length: value at nybbles 8 (comment: Value + 3.)
Tilt Speed: value at nybbles 10-11 (comment: Value Modulo 64. Speed increases for values 1-32, then decreases for values 33-63.)
322Big Grinder
Triggering Event ID: value at nybbles 0-1 (comment: Spawned when this event is activated.)
Event Behavior: list at nybbles 8: 0=Spawn, 1=Despawn
Speed: list at nybbles 10: 4=Slowest, 5=Slower, 6=Slow, 0=Medium Slow, 1=Medium Fast, 2=Fast, 7=Faster, 3=Fastest
Move Left/Down: checkbox on nybbles 11 with mask 1
Location ID: value at nybbles 13 (comment: Won't despawn off-screen if the location is on-screen.)
323Ending Birds
324Invisible Tile Collider
Head Bonk Sound: checkbox on nybbles 4 with mask (comment: If checked the sound of Mario bonking his head will be played when hitting the Invisible Tile Collider, like regular blocks.)
325Disabler - Super Mushroom Bubble