
The rope will be long or short depending on its X position. Its X position determines whether it will be brown or checkerboard the latter uses GFX05, while the former uses GFX12 or 13. This platform will not move until stepped on. This line-guided platform moves automatically. It will always be green if placed in the level by itself.Įach of the skulls counts as a separate sprite when determining how many sprites are allowed on the screen at once. This sprite's palette is set by the tiles that spawn it. This sprite was unused in the original SMW.įor this sprite to show up properly, the sprite memory setting must be 01 (or 10 if using No Sprite Tile Limits). If sprite buoyancy is not enabled, instead of floating, this sprite will stay in air and move forward slowly once stepped on. Sprite buoyancy must be enabled to ensure that this sprite will function properly. The last tile of the sprite is X-flipped the hex edit at $01:B79D fixes that. Turn block bridge, horizontal and vertical Moves approximately 5.5 tiles and starts out going up. Moves approximately 5.5 tiles and starts out going left. Moves approximately 4 tiles and starts out going left. Might not look right in-game if not placed where the background is completely black.įor best results, should be placed over top of extended object 4A and not on a screen or subscreen boundary. Jumping Piranha Plant that spits fireballsĭon't let this sprite hit the ceiling it will glitch through unless you use this patch. This applies to the other Monty Mole also.ĭon't let this sprite touch a solid object during its jump, or it will get stuck. Its X position determines whether to follow the player or walk with a hop. The fish is tileset-specific if it drops into water. It will spawn a shell-less green Koopa, green Koopa, fish, or Goomba depending on its X position. Standard (GFX00/01) or tileset-specific (GFX13) The player will not do the level-end "victory walk" if this sprite is used in a vertical level. This fish swims back and forth and then jumps straight up, but it does not need to be placed in water to work. When placed in Lunar Magic by itself rather than being spawned from a block, this sprite has no time limit. X position determines whether it is blue or grayĭolphin that swims and jumps in one directionĭolphin that swims and jumps back and forth X position determines whether it moves clockwise or counterclockwise. X position determines whether it moves vertically or horizontally. Moves 4 tiles, going right or down first. Uses palette E the sprite palette should be set to 5 to make it look best. Like sprite 2D, will always be green when placed in Lunar Magic and should not be used anywhere another Yoshi might come across it. Like sprite 20, it will be stationary if placed in the level without being spawned. Sprite buoyancy MUST be on for this sprite to work. The actual fireball graphics are non-tileset-specific it's the lava splash that requires certain GFX files. If this sprite is used in a sublevel where the overworld level was 10D, it will throw bones as well (and require GFX03). Should not be used anywhere an adult Yoshi might come across it. Will always be green when placed in Lunar Magic. X position determines whether it will be red, blue, yellow, or blue Lemmy and Wendy are the only ones that do not require special boss levels to function.Ĭan be made non-tileset-specific with the hex edit at $01:8E93 (or by using the Piranha Plant Fix patch) Must be placed at X position 0C Y position determines which Koopa Kid it is. X position determines whether it will be above or below the net Will remain stationary if placed in the level without being spawned by another sprite X position determines whether it is a normal Lakitu or a Fishin' Lakitu Y position determines if it bounces high or lowĪlso found going vertically and diagonally There are 245 insertable sprites in the normal game, and Custom sprites can be inserted using Sprite Tool (such as PIXI or GIEPY). There are also Overworld sprites, which are, as the name implies, sprites that function on the overworld map. 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. Sprites have the ability in Super Mario World to move and animate freely.
