SMBX NPC AI

SMBX stores its AI values in special fields in the SMBX struct.

Para-Goomba (ID: 3)

 * 0x+F0 Increments 1 per tick, at 32 the jumps are starting and it only increments one per jump until 35.
 * 0x+F8/100/108/110 Unused

Piranha Plant (Green) (ID: 8)

 * 0x+F0 Timer
 * 0x+F8 Current AI phase (1=showing up [Tick 0-32; Then reset to 0], 2=showing [Tick 0-49; Then reset to 0], 3=hiding down [Tick 0-32], 4=hiding [Tick 33-74; Then reset to 0])
 * 0x+100/108/110 Unused

Podoboo (ID: 12)

 * 0x+F0 Timer
 * 0x+F8 Current AI phase (1=jumping up, 2=fall down)
 * 0x+100/108/110 Unused

Boom Boom (ID: 15)

 * 0x+F0 Current AI phase (0=running/walking, 1=spike mode, 2=transforming to spike mode, 3=jumping up)
 * 0x+F8 Decimal Timer
 * 0x+100/108/110 Unused

Bill Blaster (ID: 21)

 * 0x+F0 Timer: Increments 1 per tick, at 200 one bullet bill is fired unless the player is over or underneath the blaster.
 * 0x+F8/100/108/110 Unused

Billy Gun (ID: 22)

 * 0x+F0 Timer: Increments 10 per tick when the player is holding the billy gun, at 200 one bullet bill is fired.
 * 0x+F8/100/108/110 Unused
 * 0x+FC Grabbable gun projectile timer

Ninji (Violet) (ID: 25)

 * 0x+F0 Timer: When touching the ground then a timer decrements from 5 to 0. When the value is back to 0 then the ninji is jumping again.
 * 0x+F8/100/108/110 Unused

Cheep-Cheep (Red) (ID: 28)

 * 0x+F0 The selected Cheep-Cheep AI (From 0...)
 * 0x+F8 Unknown
 * 0x+100 Unknown
 * 0x+108 0 = Swim up, 1 = Swin down
 * 0x+110 Unused

Hammer Bros. (ID: 29)

 * 0x+F0 Timer: Direction Timer, if <0 then moving left, else moving right. Will reset about ~100 ticks (unknown)
 * 0x+F8 Timer: Increments 1 per tick (while not shooting), if reaches 250 then super-jump is executed ==> Timer resets to 0
 * 0x+100 Throwing releated. High number = more throws
 * 0x+108/110 Unused

Super Leaf (ID: 34)

 * 0x+F0 Timer: From 1 to 6. Controls the "swing"-effect for correct speed. When the value 6 is reached the direction of this swing is switched.
 * 0x+F8/100/108/110 Unused

Thwomp (ID: 37, 180)

 * 0x+F0 Current AI phase (0=idle, 1=going down, 2=staying down, 3=going up)
 * 0x+F8 Timer: For state 2 => from 0 to 100; When hit value 100 then state is switched to 3.
 * 0x+100/108/110 Unused

Boo (ID: 38, 43, 44)

 * 0x+F0 Current AI phase (0=idle, 1=following player)
 * 0x+F8/100/108/110 Unused

Birdo (ID: 39)

 * 0x+F0 Current AI phase (0=movement, 1=fire, or -30 to 0 if got hit)
 * 0x+F8 Timer: Increments 1 per tick; if reaches 125 then jump, if reaches 250 then shoot, at 280 resets to 0
 * 0x+100 Movement timer: Increments 1 per tick, when reached 500 ==> Direction changed
 * 0x+108/110 Unused

Grab Block (ID: 45)

 * 0x+F0 Current AI phase (0=untoched, 1=touched)
 * 0x+F8 Timer: (Only in touched mode), 1 to 450; If reaches 450 then the block dissapears; If value is 0 in touched mode then the block is thrown and destroys itself on collision.
 * 0x+100/108/110 Unused

Donut block (ID: 46, 212)

 * 0x+F0 Current AI phase (0=idle, 1=falling)
 * 0x+F8 1 if someone is standing ==> Increments timer
 * 0x+100 Timer: From 0 to 5 ticks for red version; 0 to 30 ticks for brown version
 * 0x+108/110 Unused

Lakitu (SMB3) (ID: 47)

 * 0x+F0 Movement related?
 * 0x+F4 Related to lakitu throw identity?
 * 0x+F8 Unknown
 * 0x+100 Current AI phase (0=???, 1=???, 2=normal movement?, 3=throwing)
 * 0x+108 Direction Timer: Start from 100 decrementing 1 per tick. When reached 0 then Lakitu is changing direction. It only starts again counting when Lakitu reached the same position as the player.
 * 0x+110 Timer: When timer starts (unknown?). Increments 1 per 6 ticks from 0 to 20. When 20 is reached one Spiky Egg is thrown.

Toothy Pipe (ID: 49)

 * 0x+F0 Current AI phase (0=not holding, 1=holding)
 * 0x+F8 NPC Array Index to find Toothy NPC Struct (NOTE: At high index experience laggs)
 * 0x+100/108/110 Unused

Toothy (ID: 50)

 * 0x+F0 Stays 1, if set to 0 then Toothy despawns
 * 0x+F8/100/108/110 Unused

Piranha Plant (Red, Upside-Down) (ID: 51)

 * 0x+F0 Timer
 * 0x+F8 Current AI phase (1=showing up [Tick 0-42; Then reset to 0], 2=showing [Tick 0-49; Then reset to 0], 3=hiding down [Tick 0-42], 4=hiding [Tick 43-109; Then reset to 0])
 * 0x+100/108/110 Unused

Piranha Plant (Red Horizontal) (ID: 52)

 * 0x+F0 Timer
 * 0x+F8 Current AI phase (1=showing up [Tick 0-32; Then reset to 0], 2=showing [Tick 0-49; Then reset to 0], 3=hiding down [Tick 0-32], 4=hiding [Tick 33-109; Then reset to 0])
 * 0x+100/108/110 Unused

Fighter Fly (ID: 54)

 * 0x+F0 Timer: From 0 to 29. When reached value 29 then the jump is beeing made.
 * 0x+F8/100/108/110 Unused

Platform (ID: 60, 62, 64, 66)

 * 0x+F0 Speed X
 * 0x+F8 Speed Y
 * 0x+100 Unused/Unknown?
 * 0x+108 Unused/Unknown?
 * 0x+110 ID of Path riding on, if 0 then platform is using no path

Piranhacus Giganticus (ID: 74)

 * 0x+F0 Timer
 * 0x+F8 Current AI phase (1=showing up [Tick 0-42; Then reset to 0], 2=showing [Tick 0-49; Then reset to 0], 3=hiding down [Tick 0-42], 4=hiding [Tick 43-74; Then reset to 0])
 * 0x+100/108/110 Unused

Toad (Jumping) (ID: 75)

 * 0x+F0 Timer: [Tick 0-9 "Charging" Jump], [Tick 0-9 Jumping], When falling down timer stays at value 100... (strange algorithm)
 * 0x+F8/100/108/110 Unused

Para-Koopa (Green) (ID: 76, 121, 122, 123, 124)

 * 0x+F0 The selected Para-Koopa (From 0...)
 * 0x+F8 Unused/Unknown?
 * 0x+100 For AI-State 2 (Hover left/right): Direction Flag for slightly going up/down.
 * 0x+108/110 Unused

SMW Bowser Statue (ID: 84)

 * 0x+F0 Increments 1 per tick, resetting when it shoots (shooting about Tick ~220 [Not fixed])
 * 0x+F8/100/108/110 Unused

SMB3 Bowser (ID: 86)

 * 0x+F0 Resets to 9 when starting to jump high and decrements 1 per tick. Not sure but may start arcing after it hits 0
 * 0x+F8 Increments by a seemingly random number between 0.0 and 1.0 each tick. Resets from time to time but I don't can't tell exactly why.
 * 0x+100 Increments by 1 per tick. Sometimes it gets reset to 0, but other times it gets reset to a negative number and counts back up to 0 to trigger something.
 * 0x+108 Current AI phase (2=hopping, 3=jumping high+falling, 4=shooting fireballs, 10=turning right after hitting ground, -10=turning left after hitting ground)
 * 0x+110 Other? (0=just after hitting ground, 1=other)

Herb (ID: 91)

 * 0x+F0 The NPC ID of the content in the herb.
 * 0x+F8/100/108/110 Unused

Piranha Plant SMB1 (ID: 93)

 * 0x+F0 Timer
 * 0x+F8 Current AI phase (1=showing up [Tick 0-32; Then reset to 0], 2=showing [Tick 0-49; Then reset to 0], 3=hiding down [Tick 0-32], 4=hiding [Tick 33-74; Then reset to 0])
 * 0x+100/108/110 Unused

Colored egg (ID: 96)

 * 0x+F0 The NPC ID of the content in the egg.
 * 0x+F8/100/108/110 Unused

Star SMB3 (ID: 97)

 * 0x+F0 Unused/Unknown?
 * 0x+F8 Direction Flag (0 = fly up; 1 = fly down)
 * 0x+100 Unused/Unknown?
 * 0x+108 Direction Flag Timer (From 0 to 4; When 4 reset to 0 and toggle the Direction Flag)
 * 0x+110 Unused

Wood platform (ID: 104)

 * 0x+F0 The current Y-Speed
 * 0x+F8/100/108/110 Unused

Thin platform (ID: 105)

 * 0x+F0 If the player stands on the platform, then this value is 1, else it is 0
 * 0x+F8/100/108/110 Unused

Bot (ID: 126, 127, 128)

 * 0x+F0 AI-State (2 = Moving [Tick 0-119], 1 = Charging [Tick 0-89 or 29], -1 = Jumping [Tick stays at 0 until reaching the floor]). Note: The AI States are quite random.
 * 0x+F8 Timer
 * 0x+F8/100/108/110 Unused

Tweeter (ID: 129)

 * 0x+F0 Jump Timer: 0 to 3, on every jump this timer increases by 1 until it reaches value 3. Then the next jump is a high jump and the timer resets to 0.
 * 0x+F8/100/108/110 Unused

Snifit (Red/Blue) (ID: 130, 131)

 * 0x+F0 Timer: From 0 to 120 = Movement, from 121 to 149 = Init Fire, after that fire and the timer reset to 0
 * 0x+F8/100/108/110 Unused

Snifit (Gray) (ID: 132)

 * 0x+F0 Timer: Unknown
 * 0x+F8 Jump Timer: 0-99 to Jump with 0x+100 is 0, 0-40; 91-99 with 0x+100 is 2.
 * 0x+100 Shoot related, 0 = (shoot nothing?); 2 = Shoot twice?, [Note: very unclear!]
 * 0x+108/110 Unused

Mouser's Bomb (ID: 134)

 * 0x+F0 Timer (until explode): 0-349 until explode; When 250 reached then AI-State is 1.
 * 0x+F8 AI-State: 0 = Idle, 1 = Short before exploding
 * 0x+100 Bomb animation state: 0-14 repeating when AI-State is 1.
 * 0x+108/110 Unused

Bob-Omb (SMB2) (ID: 135)

 * 0x+F0 Timer (until explode): 0-549 until explode; When 450 reached then AI-State is 1.
 * 0x+F8 AI-State: 0 = Idle, 1 = Short before exploding
 * 0x+100/108/110 Unused

Bob-Omb kicked (SMB3) (ID: 137)

 * 0x+F0 Timer (until explode): 0-349 until explode; When 250 reached then AI-State is 1.
 * 0x+F8 AI-State: 0 = Idle, 1 = Short before exploding
 * 0x+100 Bomb animation state: 0-10 repeating when AI-State is 1.
 * 0x+108/110 Unused

Galoomba Kicked (SMW) (ID: 166)

 * 0x+F0 Timer (until standing back up): 0-399 until standing back up.
 * 0x+F8/100/108/110 Unused

Para-Galoomba (SMW) (ID: 167)

 * 0x+F0 Timer/AI-State: 0-61 Simple Movement; 62 First Jump and lock on to the Jump-Timer; 63 Second Jump; 64 Third Jump; 65 Fifth Jump;
 * 0x+F8 Jump Timer: AI-State 62-64: Increment 1 per tick, from 0-15; AI-State 65: Increment 2 per tick; When reched 15, then jump if possible.
 * 0x+100/108/110 Unused

Bully (SM64) (ID: 168)

 * 0x+F0 Unknown/Unused?
 * 0x+F8 AI-State: 0 = following player, 1 = kicked off by player
 * 0x+100/108/110 Unused

Grinder (Circular saw) (ID: 179)

 * 0x+F0 Grinder Speed Y
 * 0x+F8 Grinder Speed X
 * 0x+100/108/110 Unused

Bowser's statue (ID: 181)

 * 0x+F0 Timer: 0-230 until shoot.
 * 0x+F8/100/108/110 Unused

Dry Bones (ID: 189)

 * 0x+F0 0=Up walking around, 1=Collapsed
 * 0x+F8 When broken, increments by 1 per tick until 400 at which point it gets up
 * 0x+100 Alternates between 1 and 0 when wiggling (0x+F8 between 300 and 400)
 * 0x+108/110 Unused

Skull Raft (ID: 190)

 * 0x+F0 AI-State: 0 = Idle, 1 = Active Moving
 * 0x+F8/100/108/110 Unused

Kamikaze Koopa (ID: 194)

 * 0x+F0 Unknown/Unused?
 * 0x+F8 Unknown/Unused?
 * 0x+100 Unknown/Unused?
 * 0x+108 Unknown/Unused?
 * 0x+110 Animation Timer 0-15: The current color of the shell.

Lakitu (SMW) (ID: 284)

 * 0x+F0 Thrown NPC identity
 * 0x+F8 Init to 1, set to 0 a little while after throwing
 * 0x+100 0=Haven't yet passed over player, 2=Getting ready to throw, 3=Like 0 but after having thrown before
 * 0x+108 When getting ready to throw, resets to 100 and starts decrementing. Throws once 0 again.
 * 0x+110 Always increments 1 per tick, resets to 0 after throw