Sprite

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Note: This article refers to a type of object in SMW, for the layer on the SNES hardware, see Sprite (Hardware)

Sprites have the ability in Super Mario World to move and animate freely. There are many types of sprites: Regular sprites, Generators, Shooters, Cluster sprites, Extended sprites, Minor extended sprites, Score sprites, Bounce sprites and Spinning coin sprites. There are also Overworld sprites, which are, as the name implies, sprites that function on the overworld map. There are 245 insertable sprites in the normal game, and Custom sprites can be inserted using Sprite Tool.

ID Name Type Notes
00 Green Koopa Troopa without shell Standard (GFX00/01)
01 Red Koopa Troopa without shell Standard (GFX00/01)
02 Blue Koopa Troopa without shell Standard (GFX00/01)
03 Yellow Koopa Troopa without shell Standard (GFX00/01)
04 Green Koopa Troopa Standard (GFX00/01)
05 Red Koopa Troopa Standard (GFX00/01)
06 Blue Koopa Troopa Standard (GFX00/01)
07 Yellow Koopa Troopa Standard (GFX00/01)
08 Green Koopa Troopa flying left Standard (GFX00/01)
09 Green Koopa Troopa bouncing Standard (GFX00/01) Y position determines if it bounces high or low
0A Red Koopa Troopa flying vertically Standard (GFX00/01)
0B Red Koopa Troopa flying horizontally Standard (GFX00/01)
0C Yellow Koopa Troopa with wings Standard (GFX00/01) Cannot fly
0D Bob-Omb Tileset-specific (GFX02)
0E Keyhole Standard (GFX01)
0F Goomba Standard (GFX01)
10 Bouncing Goomba with wings Standard (GFX00/01)
11 Buzzy Beetle Tileset-specific (GFX04)
12 Unused N/A
13 Spiny Tileset-specific (GFX02)
14 Spiny falling Tileset-specific (GFX02)
15 Cheep Cheep swimming horizontally Tileset-specific (GFX13) Called Fish in Lunar Magic
16 Cheep Cheep swimming vertically Tileset-specific (GFX13)
17 Cheep Cheep flying Tileset-specific (GFX13) Generated by sprite D1
18 Cheep Cheep jumping to surface Tileset-specific (GFX13)
19 Display text from level message 1 Special/Generator
1A Classic Piranha Plant Standard Use ExGFX and this patchto fix stem
1B Bouncing Football in place. Tileset-specific (GFX04, 0E)
1C Bullet Bill Standard (GFX01) Also found going vertically and diagonally
1D Hopping flame Tileset-specific (GFX02)
1E Lakitu Tileset-specific (GFX02/13) X position determines whether it is a normal Lakitu or a Fishin' Lakitu
1F Magikoopa Tileset-specific (GFX03)
20 Magikoopa's magic Tileset-specific (GFX03) Will remain stationary if placed in the level without being spawned by another sprite
21 Moving coin Standard (GFX01)
22 Green vertical net Koopa Tileset-specific (GFX12) X position determines whether it will be above or below the net
23 Red vertical net Koopa Tileset-specific (GFX12) Faster than the green one
24 Green horizontal net Koopa Tileset-specific (GFX12)
25 Red horizontal net Koopa Tileset-specific (GFX12)
26 Thwomp Tileset-specific (GFX03)
27 Thwimp Tileset-specific (GFX03)
28 Big Boo Tileset-specific (GFX11) Requires sprite memory setting 05 or 0B
29 Koopa Kid Tileset-specific Must be placed at X position 0C; Y position determines which Koopa Kid it is. Lemmy and Wendy are the only ones that do not require special boss levels to function.
2A Upside-down Piranha Plant Tileset-specific (GFX04) Can be made non-tileset-specific with the hex edit at $01:8E93 (or by using the Piranha Plant Fix patch)
2B Sumo Brother's lightning Tileset-specific (GFX09)
2C Yoshi egg Tileset-specific (GFX13) X position determines whether it will be red, blue, yellow, or blue
2D Baby Yoshi Standard Will always be green when placed in Lunar Magic. Should not be used anywhere an adult Yoshi might come across it.
2E Spike Top Tileset-specific (GFX04)
2F Portable springboard Standard (GFX00)
30 Dry Bones that throws bones Tileset-specific (GFX12/03)
31 Bony Beetle Tileset-specific (GFX03)
32 Dry Bones that stays on ledges Tileset-specific (GFX12, see note) If this sprite is used in a sublevel where the overworld level was 10D, it will throw bones as well (and require GFX03).
33 Podoboo/vertical fireball Tileset-specific (GFX03, 04, or 0E) The actual fireball graphics are non-tileset-specific; it's the lava splash that requires certain GFX files. Sprite buoyancy MUST be on for this sprite to work.
34 Boss fireball Tileset-specific (GFX24) Like sprite 20, it will be stationary if placed in the level without being spawned.
35 Yoshi Standard Like sprite 2D, will always be green when placed in Lunar Magic and should not be used anywhere another Yoshi might come across it.
36 Unused N/A
37 Boo Tileset-specific (GFX11)
38 Eerie that moves straight Tileset-specific (GFX06/11) Uses palette E; the sprite palette should be set to 5 to make it look best.
39 Eerie that moves in a wave Tileset-specific (GFX06/11) See note for sprite 38.
3A Urchin that moves a fixed distance Tileset-specific (GFX06) Moves 4 tiles, going right or down first. X position determines whether it moves vertically or horizontally.
3B Urchin that moves between walls Tileset-specific (GFX06) X position determines whether it moves vertically or horizontally.
3C Urchin that follows walls Tileset-specific (GFX06) X position determines whether it moves clockwise or counterclockwise.
3D Rip Van Fish Tileset-specific (GFX06)
3E P-switch Standard (GFX00/01) X position determines whether it is blue or gray
3F Para-Goomba Tileset-specific (GFX02)
40 Para-Bomb Tileset-specific (GFX02)
41 Dolphin that swims and jumps in one direction Tileset-specific (GFX06)
42 Dolphin that swims and jumps back and forth Tileset-specific (GFX06)
43 Dolphin that swims and jumps up and down Tileset-specific (GFX06)
44 Torpedo Ted Tileset-specific (GFX06)
45 Directional coins Standard (GFX01) When placed in Lunar Magic by itself rather than being spawned from a block, this sprite has no time limit.
46 Diggin' Chuck Tileset-specific (GFX13/05)
47 Swimming/jumping fish Tileset-specific (GFX13) This fish swims back and forth and then jumps straight up, but it does not need to be placed in water to work.
48 Diggin' Chuck's rock Tileset-specific (GFX05)
49 Growing/shrinking pipe Tileset-specific (GFX02)
4A Goal Point Question Sphere Tileset-specific (GFX05) The player will not do the level-end "victory walk" if this sprite is used in a vertical level.
4B Pipe-dwelling Lakitu Tileset-specific (GFX02)
4C Exploding block Standard (GFX00/01) or tileset-specific (GFX13) It will spawn a shell-less green Koopa, green Koopa, fish, or Goomba depending on its X position. The fish is tileset-specific if it drops into water.
4D Monty Mole, ground-dwelling Tileset-specific (GFX09) Its X position determines whether to follow the player or walk with a hop. This applies to the other Monty Mole also.
4E Monty Mole, ledge-dwelling Tileset-specific (GFX09)
4F Jumping Piranha Plant Standard (GFX01) Don't let this sprite touch a solid object during its jump, or it will get stuck.
50 Jumping Piranha Plant that spits fireballs Standard (GFX00/01)
51 Ninji Tileset-specific (GFX0E) Don't let this sprite hit the ceiling; it will glitch through unless you use [url=http://www.smwcentral.net/download.php?id=526&type=patches this patch].
52 Moving hole in ghost house ledge Tileset-specific (GFX11) Might not look right in-game if not placed where the background is completely black.
53 Throw block sprite Standard (GFX00) Cannot be placed in the level normally.
54 Revolving door for climbing net Tileset-specific (GFX12) For best results, should be placed over top of extended object 4A and not on a screen or subscreen boundary.
55 Checkerboard platform, horizontal Tileset-specific (GFX05) Moves approximately 4 tiles and starts out going left.
56 Flying rock platform, horizontal Tileset-specific (GFX05) Moves approximately 5.5 tiles and starts out going left.
57 Checkerboard platform, vertical Tileset-specific (GFX05) Moves approximately 5.5 tiles and starts out going up.
58 Flying rock platform, vertical Tileset-specific (GFX05) Moves approximately 5.5 tiles and starts out going up.
59 Turn block bridge, horizontal and vertical Standard (GFX00) The last tile of the sprite is X-flipped; the hex edit at $01:B79D fixes that.
5A Turn block bridge, horizontal Standard (GFX00) The last tile of the sprite is X-flipped; the hex edit at $01:B79D fixes that.
5B Floating brown platform Tileset-specific (GFX12, 13) Sprite buoyancy must be enabled to ensure that this sprite will function properly.
5C Floating checkerboard platform Tileset-specific (GFX05) Sprite buoyancy must be enabled to ensure that this sprite will function properly.
5D Small orange floating platform Tileset-specific (GFX05) Sprite buoyancy must be enabled to ensure that this sprite will function properly.
5E Large orange floating platform Tileset-specific (GFX05) If sprite buoyancy is not enabled, instead of floating, this sprite will stay in air and move forward slowly once stepped on. This sprite was unused in the original SMW.
5F Swinging brown platform Tileset-specific (GFX05) For this sprite to show up properly, the sprite memory setting must be 01 (or 10 if using No Sprite Tile Limits).
60 Flat switch palace switch Tileset-specific (GFX0D) This sprite's palette is set by the tiles that spawn it. It will always be green if placed in the level by itself.
61 Floating skulls Tileset-specific (GFX04) Each of the skulls counts as a separate sprite when determining how many sprites are allowed on the screen at once.
62 Brown line-guided platform Tileset-specific (GFX12, 13) This line-guided platform moves automatically.
63 Brown/checkered line-guided platform Tileset-specific (GFX12, 13 or 05) This platform will not move until stepped on. Its X position determines whether it will be brown or checkerboard; the latter uses GFX05, while the former uses GFX12 or 13.
64 Line-guided rope mechanism Tileset-specific (GFX05) The rope will be long or short depending on its X position. If, however, there are already 2 long ropes on the screen, or if the sprite memory is not set to 01 (or 10 with No Sprite Tile Limits), the rope will be short regardless.
65 Chainsaw (line-guided) Tileset-specific (GFX05) When placed on an odd X coordinate, it may not appear unless you use the hex edit at $01:D6F0. (Rather than moving right like Lunar Magic says, it will get shifted offscreen.)
66 Upside-down chainsaw (line-guided) Tileset-specific (GFX05) See note for sprite 65.
67 Grinder, line-guided Tileset-specific (GFX12) X position determines whether it moves right or left.
68 Fuzzy, line-guided Tileset-specific (GFX05) X position determines whether it moves right or left.
69 Unused N/A
6A Coin game cloud Tileset-specific (GFX13) Usually spawned from the egg that Yoshi lays after eating two pink berries.
6B Wall springboard (left wall) Standard (GFX00)
6C Wall springboard (right wall) Standard (GFX00)
6D Invisible solid block Standard (no GFX) This sprite's main routine in its entirety is also used to make other sprites solid.
6E Dino-Rhino Tileset-specific (GFX23) Uses palette F; the sprite palette should be set to 0 for it to look best. (Some people also use 1 or 7, making it magenta instead of turquoise.)
6F Dino-Torch Tileset-specific (GFX23) See note for sprite 6E.
70 Pokey Tileset-specific (GFX09) Will be 5 segments high if the player has Yoshi or 3 segments if he/she does
71 Super Koopa with red cape Tileset-specific (GFX09)
72 Super Koopa with yellow cape Tileset-specific (GFX09)
73 Super Koopa on the ground Tileset-specific (GFX09) It will have a flashing cape or a yellow one depending on its X position.
74 Mushroom Standard (GFX00)
75 Flower Standard (GFX00)
76 Star Standard (GFX00)
77 Feather Standard (GFX00)
78 1-Up mushroom Standard (GFX00)
79 Growing vine Standard (GFX01)
7A Firework Tileset-specific (GFX24/22) May make the player temporarily invisible
7B Goal tape Standard (GFX01) The only normal sprite that uses the extra bit. It will activate either the normal or secret exit depending on whether the extra bit is set to 0 or 1, but the latter does not work in vertical levels.
7C Peach (after Bowser fight) Tileset-specific (GFX22) Her graphics are not in any of the standard tilesets. She should not normally be used.
7D P-Balloon Tileset-specific (GFX02, 0E)
7E Flying red coin Standard (GFX00/01) Unused in the original SMW except in the form of the Yoshi wings (which are actually sprite 7E with a special setting).
7F Flying golden mushroom Standard (GFX00/01) Unused in the original SMW.
80 Key Standard (GFX01)
81 Changing item Standard (GFX00) Usually found inside translucent blocks.
82 Bonus game sprite Standard (GFX00) Should not be used in normal levels.
83 Flying question block that flies left Standard (GFX00/01) Contains either a coin, flower, feather, or 1-Up depending on its X position.
84 Flying question block that flies back and forth Standard (GFX00/01) Contains either a coin, flower, feather, or 1-Up depending on its X position.
85 Unused N/A mikeyk's Poison Mushroom sprite overwrites this sprite slot.
86 Wiggler Tileset-specific (GFX02)
87 Lakitu's cloud Tileset-specific (GFX13) Has no time limit when placed in the level by itself.
88 Winged cage (unused) ??? Should not be used; requires a tileset-specific Layer 3 setting, but some of its graphics are missing.
89 Layer 3 Smash Special/Generator Requires the tileset to be set to 1 and the Layer 3 setting to be set to "low tide".
8A Yoshi's House bird Tileset-specific (GFX0F) Only 4 can be used at once, and the color is selected automatically.
8B Puff of smoke from Yoshi's House Tileset-specific (GFX0F)
8C Side exit enabler Standard or tileset-specific (GFX0F) If placed on an odd X-coordinate, it will enable side exits only; if placed on an even X-coordinate, it will also create the fireplace graphics and smoke.
8D Ghost house exit sign and door Tileset-specific (GFX0F) Always creates the sign and door in the same place regardless of where the sprite is.
8E Invisible "Warp Hole" Standard (no GFX)
8F Scale platforms Tileset-specific (GFX05) X position determines whether the platforms will be 8 tiles apart or only 4 tiles. Also, using this sprite in a place where the player can approach it from the right side may cause the platforms not to show up if the left platform is too far offscreen.
90 Large green gas bubble Tileset-specific (GFX11) Works best with sprite memory setting 0D
91 Chargin' Chuck Tileset-specific (GFX13)
92 Splittin' Chuck Tileset-specific (GFX13)
93 Bouncin' Chuck Tileset-specific (GFX13)
94 Whistlin' Chuck Tileset-specific (GFX13/06, 13/09) Depending on its X position, it will either wake up Rip Van Fish (and require GFX06) or activate the Super Koopa generator (and require GFX09).
95 Chargin' Chuck Tileset-specific (GFX13)
96 Unused Tileset-specific (GFX13) Acts identical to sprite 91
97 Puntin' Chuck Tileset-specific (GFX13/04, 13/0E)
98 Pitchin' Chuck Tileset-specific (GFX13/09, 13/0E) Throws either 2, 4, 6, or 5 baseballs before pausing depending on its X position.
99 Volcano Lotus Tileset-specific (GFX09)
9A Sumo Brother Tileset-specific (GFX09) Sprite memory should be set to 07 for this sprite. It does not work correctly with the No Sprite Tile Limits patch (if the sprite memory is set to 10).
9B Amazing Flying Hammer Brother Tileset-specific (GFX13) Must be placed on sprite 9C.
9C Flying gray blocks for Hammer Brother Standard (GFX00/01)
9D Sprite in a bubble Tileset-specific (GFX02 and sometimes 13) Depending on its X position, it will contain a Goomba, Bob-omb, fish, or mushroom. The fish uses GFX13.
9E Ball 'n' Chain Tileset-specific (GFX03) X position determine whether it will rotate clockwise or counterclockwise
9F Banzai Bill Tileset-specific (GFX20) Sprite memory should be set to 04 or 0D.
A0 Bowser battle activator Tileset-specific Should not be used in a normal level.
A1 Bowser's "bowling ball" Tileset-specific (GFX24) May require certain sprite memory settings
A2 Mecha-Koopa Tileset-specific (GFX24)
A3 Rotating gray platform Tileset-specific (GFX12/05, 13/05) See note for sprite 9E. Also, sprite memory should be set to 01 to make it show up correctly.
A4 Floating spike ball Tileset-specific (GFX05) Will move fast or slow depending on its X position
A5 Wall-following Sparky/Fuzzy Tileset-specific (GFX05 or 12) Its X position determines whether it will move clockwise or counterclockwise. Also, if the sprite tileset setting is 2, the sprite will use the Sparky tilemap. If the sprite tileset is anything else, the sprite will use the Fuzzy tilemap.
A6 Hothead Tileset-specific (GFX12) Its X position determines whether it will move clockwise or counterclockwise.
A7 Iggy's ball projectile Tileset-specific Does not work correctly in normal levels
A8 Blargg Tileset-specific (GFX04)
A9 Reznor Tileset-specific (GFX25) Can be used in normal levels, but Mario must start out at the top of the screen for it to appear, there must be four of them together to trigger the level end, and the level mode must be 09 for the spinning sign background to appear.
AA Fishbone Tileset-specific (GFX03) Uses palette E; sprite palette 1 looks best. Also, the sprite will swim through everything even when not in water.
AB Rex Tileset-specific (GFX20)
AC Wooden spike pointing down Tileset-specific (GFX12) Moves down first.
AD Wooden spike pointing up Tileset-specific (GFX12) Moves either down or up first depending on its X position.
AE Fishin' Boo Tileset-specific (GFX06/11)
AF Boo Block Tileset-specific (GFX11) Set the sprite palette to 5 to make it look right, or change the byte at $01FA2F.
B0 Reflecting stream of Boo Buddies Tileset-specific (GFX11) Set the sprite palette to 5 to make it look right, or change the bytes at $028D34 and $07F4AE.
B1 Creating/eating block Standard (GFX00) Its X position determines whether it will be a creating block or an eating block, but the path it takes is determined by whether the overworld level is on the main map or a submap.
B2 Falling spike Tileset-specific (GFX03)
B3 Bowser statue fireball Tileset-specific (GFX12)
B4 Grinder that moves on the ground Tileset-specific (GFX12)
B5 Unused Tileset-specific (GFX24) Was intended to be the falling flame that shows up during the Bowser battle. However, it actually just jumps to the same code as sprite 33. (It should not, however, be used in place of sprite 33; some necessary routines are missing.) The real falling flame is actually sprite 33 with a special setting.
B6 Reflecting fireball Tileset-specific (GFX03)
B7 Carrot Top Lift, upper right Tileset-specific (GFX20)
B8 Carrot Top Lift, upper left Tileset-specific (GFX20)
B9 Info Box Standard (GFX01) Displays either message 1 or 2 from the current overworld level when hit from below.
BA Timed Lift Tileset-specific (GFX20) Starts out with either 4 units of time or 1 unit depending on its X position.
BB Moving castle block Tileset-specific (GFX03)
BC Bowser statue Tileset-specific (GFX12) Depending on its X position, it will be stationary, be stationary but spit fire, hop and follow the player, or be stationary but spit fire.
BD Sliding Koopa Standard (GFX00/01) Should be placed on a slope for best results.
BE Swooper Tileset-specific (GFX04)
BF Mega Mole Tileset-specific (GFX20)
C0 Sinking gray platform on lava Tileset-specific (GFX05)
C1 Flying gray turn blocks Standard (GFX00/01) Will start out moving up or down depending on its X position.
C2 Blurp Tileset-specific (GFX06)
C3 Porcu-Puffer Tileset-specific (GFX06)
C4 Gray platform that falls Tileset-specific (GFX12, 13)
C5 Big Boo Boss Tileset-specific (GFX11) Sprite memory should be set to 09.
C6 Spotlight/dark room sprite Tileset-specific (GFX0E)
C7 Invisible mushroom Standard (GFX00)
C8 Light switch for dark room Standard (GFX00)
C9 Bullet Bill shooter Special/Generator (GFX01)
CA Torpedo Ted launcher Special/Generator (GFX06)
CB Eerie generator Special/Generator (GFX06/11)
CC Para-Goomba generator Special/Generator (GFX02)
CD Para-Bomb generator Special/Generator (GFX02)
CE Para-Goomba and Para-Bomb generator Special/Generator (GFX02)
CF Dolphin generator (left) Special/Generator (GFX06)
D0 Dolphin generator (right) Special/Generator (GFX06)
D1 Flying fish generator Special/Generator (GFX13)
D2 Turn Off Generator 2 Special/Generator This deactivates sprite E5. It can also be used to force certain other sprites (such as the Lakitu and Magikoopa, sprites 1E and 1F) to go away or prevent them from respawning.
D3 Super Koopa generator Special/Generator (GFX09)
D4 Bubbled sprite generator Special/Generator (GFX02)
D5 Bullet Bill generator (GFX01) Special/Generator
D6 Multidirectional Bullet Bill generator Special/Generator (GFX05)
D7 Multidirectional diagonal Bullet Bill generator Special/Generator (GFX05)
D8 Bowser statue fire generator Special/Generator (GFX12)
D9 Turn Off Generators Special/Generator This sprite deactivates most normal generators as soon as the player reaches the screen where it is placed.
DA Green Koopa shell Standard (GFX01) This is actually sprite 04 initialized to be stunned. It cannot be spawned by other sprites (use sprite 04 in status 09 instead).
DB Red Koopa shell Standard (GFX01) This is actually sprite 05 initialized to be stunned. It cannot be spawned by other sprites (use sprite 05 in status 09 instead).
DC Blue Koopa shell Standard (GFX01) This is actually sprite 06 initialized to be stunned. It cannot be spawned by other sprites (use sprite 06 in status 09 instead).
DD Yellow Koopa shell Standard (GFX01) This is actually sprite 07 initialized to be stunned. It cannot be spawned by other sprites (use sprite 07 in status 09 instead).
DE Group of 5 wave-moving Eeries Tileset-specific (GFX11) Actually just spawns 5 instances of sprite 39.
DF Green Para-Koopa shell Standard (GFX01) This is actually sprite 09 initialized to be stunned. It cannot be spawned by other sprites (use sprite 09 in status 09 instead). Unlike the other shells, this sprite will not change color when the Special World is passed.
E0 3 rotating gray platforms Tileset-specific (GFX05) Actually just spawns 3 instances of sprite A3. Like sprite A3, the rotation direction depends on the sprite's X position.
E1 Boo Ceiling Special/Generator (GFX11)
E2 Boo Ring moving counterclockwise Tileset-specific (GFX11)
E3 Boo Ring moving clockwise Tileset-specific (GFX11)
E4 Swooper Death Bat Ceiling Special/Generator (GFX04, see note) This sprite is unused in the original SMW, and in fact, its tilemap is incorrect. You can fix it with the hex edit at $02FDB8.
E5 Appearing/disappearing Boos Special/Generator (GFX11)
E6 Background candle flames Special/Generator (GFX03) Will only look right if the candles are in the exact same places that they are in in the original background.
E7 Unused Special/Generator Was probably intended to be some kind of auto-scroll sprite.
E8 Special auto-scroll command Special/Generator This sprite uses the extra bits and Y position to determine which form of the command to activate.
E9 Layer 2 Smash Special/Generator This sprite uses the extra bits to determine which form of the command to activate.
EA Layer 2 scrolling command Special/Generator This sprite uses the extra bits and Y position to determine which form of the command to activate.
EB Unused Special/Generator
EC Unused Special/Generator
ED Layer 2 Falls Special/Generator
EE Unused Special/Generator
EF Layer 2 sideways-scrolling command Special/Generator Should be used only in vertical levels.
F0 Unused Special/Generator
F1 Unused Special/Generator
F2 Layer 2 on/off switch controller Special/Generator
F3 Standard auto-scroll command Special/Generator The Y position of this sprite determines the auto-scroll speed. (There are 3 settings: slow, medium, and fast.)
F4 Fast background scroll Special/Generator Unless you use the hex edit at $05C7BC, this sprite will not activate until the player touches either sprite C1 or sprite 5E (the latter if sprite buoyancy is off).
F5 Layer 2 sink command Special/Generator This sprite uses the extra bits to determine which form of the command to activate.
F6 Unused N/A
F7 Unused N/A
F8 Unused N/A
F9 Unused N/A
FA Unused N/A
FB Unused N/A
FC Unused N/A
FD Unused N/A
FE Unused N/A
FF Unused N/A
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