00	02	0,0,443
01	02	0,0,444
02	02	0,0,453
03	02	0,0,454
11	02	0,1,00D
1A	02	8,-32,016 8,-16,40C
2A	02	8,16,41C 8,32,02B

0	20	A custom Blue P-Switch that has half the time of an oridinary P-Switch.  Be careful in placing this, because touching it from above will cause the timer to activate.
0 	22	0,0,055
1	20	A custom Silver P-Switch that has half the time of an oridinary P-Switch.  Be careful in placing this, because touching it from above will cause the timer to activate.
1 	22 	0,0,065
2	20	A goal roulette that will reward Mario either coins, a Mushroom, Flower, 1-UP, or nothing at all, depending on when he touches it.  Please note that until Mario touches the ground after touching the sprite that he can still be harmed by enemies and damaging obstacles, so plan around that.  The Mushroom is only yellow in Lunar Magic so it stands out easier when designing.
2 	22 	0,0,400
4	20	An variant of a Porcu-Puffer that is invulnerable to all types of attacks.
4	22	0,-8,15B 16,-8,15C 0,8,16B 16,8,16C 
5	20	A ridable Albatoss that will drop stunned Bob-ombs that will explode within a second.
5	22	0,0,44A 16,0,44B
5	30	A ridable Albatoss that will drop stunned Bob-ombs that will explode within a second.
5	32	0,0,44A 16,0,44B
6	20	A nigh-invincible version of Lakitu that aggressively follows Mario while throwing fast moving fireballs towards him.  These fireballs will split into two when they hit the ground and travel in opposite directions until they hit a solid object or leave the screen, whichever comes first.  Currently the fireballs have odd behavior with inclines, so beware of that.  Additionally, unlike standard Lakitus, using standard sprite D2 will NOT make him go away.
6	22	0,0,413 0,16,427 0,32,437 -4,32,141 4,32,141 -4,36,141 4,36,141 4,40,435
7	20	A wooden platform that moves back and forth horizontally within a range of about 5 tiles.
7	30	A wooden platform that moves back and forth vertically within a range of about 5 tiles.
7	22	0,0,7C 16,0,7D 32,0,7E
7	32	0,0,7C 16,0,7D 32,0,7E
9	20	A Frostee.  This icey foe will chase down Mario, slipping across the ground as it goes.
9 	22 	0,0,419
B	20	A lava pillar that periodically rises from lava.  Due to a side effect in the sprite, do not use it in an area that can have Mario at least 6-8 tiles above the sprite's highest point.
B	22	0,-112,422 0,-96,432 0,-80,432 0,-64,432 0,-48,432 0,-32,432 0,-16,432 0,0,432 0,16,40E 
C	20	An ordinary Fire Bro.  Please note that that the fireballs it spit cannot be spun jumped.
C	22	0,-16,407 0,0,417
D	20	Fire Bro's fireball.  You must be looking for Sprite C instead.
D	22	0,0,000
E	20	An Ice Bro from NSMBW.  This enemy throws out iceballs that damages Mario and freezes him in place.
E	22	0,-16,408 0,0,418 
F	20	An Ice Bro's iceball.  You may be looking for Sprite E instead.
F	22	0,0,000
10	20	An ordinary Boomerang Bro.
10	22	0,-16,406 0,0,416
11	20	A Boomerang Bro's Boomerang.  You must be looking for Sprite 10 instead.
11	22	0,0,000
12	20	A Fire Bro.  Unlike traditional types, this sprite shoots fire similar to what Bowser Statues breathe.
12	22	0,0,000
13	20	A Firebar that rotates clockwise.  Miscolored tile marks the base of the obstacle.
13	22	-24,-24,413 -12,-12,413 0,0,414
13	30	A Firebar that rotates counter-clockwise.  Miscolored tile marks the base of the obstacle.
13	32	0,0,414 12,12,413 24,24,413 
14	20	An ordinary Hammer Bro.
14	22	0,-16,405 0,0,415
15	20	A horizontal Thwomp that "slams" itself to the left when Mario gets near.  Mario must be about within five tiles of the Thwomp before it'll charge.
15	22	8,0,401 24,0,402 8,16,411 24,16,412
15	30	A horizontal Thwomp that "slams" itself to the right when Mario gets near. Mario must be about within five tiles of the Thwomp before it'll charge.
15	32	0,0,401 16,0,402 0,16,411 16,16,412
16	20	A Venus Fire Trap that spits one fireball. For this sprite to show up correctly, place its head at the end of the surface you want it to emerge from.
16	22	8,0,40D 8,16,40C
16	30	A Venus Fire Trap that spits two fireballs. For this sprite to show up correctly, place its head at the end of the surface you want it to emerge from.
16	32	8,0,40D 8,16,40C
17	20	An upside-down Venus Fire Trap that spits one fireball. For this sprite to show up correctly, place its head at the end of the surface you want it to emerge from.
17	22	8,0,41C 8,16,41D
17	30	An upside-down Venus Fire Trap that spits two fireballs. For this sprite to show up correctly, place its head at the end of the surface you want it to emerge from.
17	32	8,0,41C 8,16,41D
18	20	A Pirhangler that jumps from the water and spits a mucky projectile at Mario.  This sprite will also bounce on any solid ground it lands on, so plan around that.
18	22	0,0,403 16,0,404
1A	20	A special Goomba variant that will follow Mario around, jumps whenever he does, and will cause him to bounce if he attempts a spin jump.  In-game, this enemy uses Palette B, but in Lunar Magic he's a different color for identification purposes.
1A	22	0,0,410
1A	30	A special Goomba variant that will follow Mario around, jumps whenever he does, and will cause him to bounce if he attempts a spin jump.  In-game, this enemy uses Palette B, but in Lunar Magic he's a different color for identification purposes.
1A	32	0,0,410
1B	20	A Roviclaw.  This sprite will carry Mario (by his head) across a distance until the base either hits a solid object or the B button is pressed, whatever comes first  If the Roviclaw has already came to a complete stop, jumping into it will make the sprite travel in the opposite direction.
1B	22	0,0,448 0,24,458
1C	20	A non-dynamic Chomp Rock from Yoshi's Island.
1C	22	0,0,000
1E	20	Placing this sprite (which need no graphics; this is just a placeholder) over any Map16 tile will cause it to shatter if an explosion comes into contact with the sprite.
1E	22	0,0,40F
1F	20	A 32x16 platform (or lilypad) that moves back and forth with a pause at each end.
1F	22	0,-8,429 16,-8,42A
1F	30	A 32x16 platform (or lilypag) that slowly moves back and forth without a pause.
1F	32	0,-8,429 16,-8,42A
27	20	A balloon from Yoshi's Island. In addition to being weight-sensitive (ascends slower if Mario is standing on it), it will pop when it reaches a solid object or Mario stays on for longer than two seconds.  Once it pops, another balloon will immediately spawn from it's initial position.
27	22	-8,-16,44E 8,-16,44F -8,0,45E 8,0,45F -8,-16,114
27	30	A balloon from Yoshi's Island. In addition to being weight-sensitive (ascends slower if Mario is standing on it), it will pop when it reaches a solid object or Mario stays on for longer than two seconds.  Once it pops, another balloon will immediately spawn from it's initial position.
27	32	-8,-16,44E 8,-16,44F -8,0,45E 8,0,45F -8,-16,114
30	20	A KooPhD. He will casually follow Mario around while stop to throw a vial every so often.  These vials can either be yellow (spawns three fireballs), black (explode), or red (spawns a Mushroom).  When stomped, he will leave behind another vial that will explode after a second.
30	22	0,-16,40B 0,0,41B
30	30	A KooPhD. He will casually follow Mario around while stop to throw a vial every so often.  These vials can either be yellow (spawns three fireballs), black (explode), or red (spawns a Mushroom).  When stomped, he will leave behind another vial that will explode after a second.  The difference between the extra bit to 3 and 2 is that 3 will allow you to edit his tilemap through LevelASM if you're using other sprites that would overwrite the default tilemap.  Contact Kipernal for details.
30	32	0,-16,40B 0,0,41B
31	20	Jeptak.  This feathered enemy will linger off-screen and target Mario for a few seconds before locking on and flying across that point.  If you use this enemy in a level, it's courteous to warn the player beforehand, because he attacks VERY fast.
31	22	0,0,409 16,0,40A
33	20	A Bubblebar that rotates clockwise.  Other than having one frame of animation and uses Palette B, it's no different from a Firebar.  Miscolored tile indicates base.
33	22	-24,-24,41A -12,-12,41A 0,0,414
33	30	A Bubblebar that rotates counter-clockwise.  Other than having one frame of animation and uses Palette B, it's no different from a Firebar.  Miscolored tile indicates base.
33	32	0,0,41A 12,12,414 24,24,414
34	20	This sprite will generate a Jeptak into the level is a previous one was defeated roughly 20 seconds ago.
34	22	0,0,409 16,0,40A 0,0,114
36	20	An invincible variant of the Porcu-Puffer.
36	22	-8,-16,15B 8,-16,15C -8,0,16B 8,0,16C
36	30	An invincible variant of the Porcu-Puffer.
36	32	-8,-16,15B 8,-16,15C -8,0,16B 8,0,16C
37	20	A variant of the Porcu-Puffer seen in more recent Mario games, as it moves faster and jumps out of the water every few seconds, albeit that this one moves faster.
37	22	-8,-16,445 8,-16,446 -8,0,455 8,0,456
37	30	A variant of the Porcu-Puffer seen in more recent Mario games, as it moves faster and jumps out of the water every few seconds, albeit that this one moves faster.
37	32	-8,-16,445 8,-16,446 -8,0,455 8,0,456
39	20	A Green Panser from SMB2 that spits fireballs four tiles straight up.
39	22	0,0,40B
3B	20	A Hopping Nipper from SMB3, modified to be fireproof.
3B	22	0,0,439
3B	30	A Fire Nipper from SMB3, modified to be fireproof.
3B	32	0,0,43A -16,0,0B5 -8,8,0B6
3C	20	A generic sprite, often unstompable, that moves back and forth between two objects horizontally.
3C	22	0,0,449  
3C	30	A generic sprite, often unstompable, that moves back and forth between two objects vertically.
3C	32	0,0,449
3E	20	An Ice Panser that spits icy spots towards Mario in an arc.  The ice spores will damage Mario and freeze him in place.
3E	22	0,0,436
40	20	A green cyborg "Elite" Koopa. He will casually follow Mario around before retreating into his shell to do a dash-type attack, in which he'll be immune to stomps.
40	22	0,-16,420 0,0,430
41	20	A red cyborg "Elite" Koopa. He will roam around before stopping to throw about five fireballs towards Mario.  The fireballs will target Mario's position when they were fired.  Due to the nature of these guys, try not to rely on them too much for
41	22	0,-16,421 0,0,431
42	20	A yellow cyborg "Elite" Koopa.  He will bounce a few times before retreating into his shell, where he will bounce higher and drop fireballs below before crashing down to the ground with a stunning attack.
42	22	0,-16,422 0,0,432
43	20	A blue cyborg "Elite" Koopa.  He will fly in place until Mario gets near, then he will do a fast dash towards him as much as he can.
43	22	0,-16,423 0,0,433
54	20	A stationary AFHB that can be placed on any solid object.  Like the original, how frequently he throws hammers out depends on if the main level was the overworld (slower) or submap (faster).  For SMWCP2 purposes, Worlds 1, 2 and 4 are on the overworld.
54	22	0,-16,1CC 16,-16,1CD 0,0,1DC 16,0,1DD
57	20	A lightning bolt that tries to strike Mario once he reaches a certain screen.
57	30	A switch that resets the brightness of the level to normal.
57	22	0,0,0
57	32	0,0,0
58	20	A sprite that continuously shoots laser orbs.
58	30	A door that will open when struck in the correct place by a laser orb.
58	22	0,0,0
58	32	0,0,0
59	20	A switch that changes the direction that a laser orb is moving, if the orb touches the switch.  When hit by the player, its direction will change, moving clockwise.  This one will either use all four cardinal directions or all four diagonal directions depending on its X position.
59	30	A switch that changes the direction that a laser orb is moving, if the orb touches the switch.  When hit by the player, its direction will change, moving clockwise.  This one will use all eight main directions.
59	22	0,0,0
59	32	0,0,0
5A	20	A sprite that appears and disappears.  It will either act like a single block or a 3-tile-wide platform depending on the sublevel, but if it is placed over any of Map16 tiles B70-B7F, it will act like a laser instead.  (The Map16 tile it is placed on determines the length of the laser.) This one remains substantial for 0x80 frames and appears on frame 0x00.
5A	30	A sprite that appears and disappears.  It will either act like a single block or a 3-tile-wide platform depending on the sublevel, but if it is placed over any of Map16 tiles B70-B7F, it will act like a laser instead.  (The Map16 tile it is placed on determines the length of the laser.) This one remains substantial for 0x80 frames and appears on frame 0x20.
5B	20	A sprite that appears and disappears.  It will either act like a single block or a 3-tile-wide platform depending on the sublevel, but if it is placed over any of Map16 tiles B70-B7F, it will act like a laser instead.  (The Map16 tile it is placed on determines the length of the laser.) This one remains substantial for 0x80 frames and appears on frame 0x40.
5B	30	A sprite that appears and disappears.  It will either act like a single block or a 3-tile-wide platform depending on the sublevel, but if it is placed over any of Map16 tiles B70-B7F, it will act like a laser instead.  (The Map16 tile it is placed on determines the length of the laser.) This one remains substantial for 0x80 frames and appears on frame 0x60.
5C	20	A sprite that appears and disappears.  It will either act like a single block or a 3-tile-wide platform depending on the sublevel, but if it is placed over any of Map16 tiles B70-B7F, it will act like a laser instead.  (The Map16 tile it is placed on determines the length of the laser.) This one remains substantial for 0x80 frames and appears on frame 0x80.
5C	30	A sprite that appears and disappears.  It will either act like a single block or a 3-tile-wide platform depending on the sublevel, but if it is placed over any of Map16 tiles B70-B7F, it will act like a laser instead.  (The Map16 tile it is placed on determines the length of the laser.) This one remains substantial for 0x80 frames and appears on frame 0xA0.
5D	20	A sprite that appears and disappears.  It will either act like a single block or a 3-tile-wide platform depending on the sublevel, but if it is placed over any of Map16 tiles B70-B7F, it will act like a laser instead.  (The Map16 tile it is placed on determines the length of the laser.) This one remains substantial for 0x80 frames and appears on frame 0xC0.
5D	30	A sprite that appears and disappears.  It will either act like a single block or a 3-tile-wide platform depending on the sublevel, but if it is placed over any of Map16 tiles B70-B7F, it will act like a laser instead.  (The Map16 tile it is placed on determines the length of the laser.) This one remains substantial for 0x80 frames and appears on frame 0xE0.
5A	22	0,0,5C
5A	32	0,0,5C
5B	22	0,0,5C
5B	32	0,0,5C
5C	22	0,0,5C
5C	32	0,0,5C
5D	22	0,0,5C
5D	32	0,0,5C
60	20	A mummified Desert Cat. She behaves similar to Dry Bones, only that she moves in periodic hops and is immune to stomps while jumping.  Additionally, she will reassemble herself faster than a Dry Bones would when stomped.
60	22	0,-16,460 0,0,470
61	20	A large block that can be pushed around and stood on. If used in conjunction with tile 322 (violent sand in OW level 102), it will float upon it.
61	22	-8,-16,42D 8,-16,42E -8,0,43D 8,0,43E
6D	20	A variant of Spike from various Mario games.  Unlike the normal types, this one is immune to stomps.
6D	22	0,0,442
70	20	Baron Von Zepplin. This particular sprite will drop a yellow Shell-less Koopa when Mario gets close.
70	22	0,0,000
71	20	A 64x64 Thwomp.
71	22	8,-16,44C 24,-16,44D 8,0,45C 24,0,45D 
72	20	A Pipe Dwelling Ptooie from SMB3.
72	22	8,-32,41E 8,0,016 8,16,40C
72	30	A walking Ptooie from SMB3.
72	32	8,-40,41E 8,-8,016 8,8,430
81	20	A motor that Mario can hold onto to remain in place underwater.  This sprite does not need water in order for it to work, so if you're designing a level with dry and watery sections, plan around it.
81	22	-16,0,425 0,0,426
82	20	An air meter that drains while Mario is underwater. If the meter completely empties itself (about eighteen seconds), Mario will drown.
82	22	0,0,40F 0,16,41F 0,32,42F
83	20	An Air Mushroom that will replenish Mario's air meter (Sprite 82) back to full.
83	22	0,0,102
84	20	An air meter that drains while Mario is underwater. If the meter completely empties itself (about five seconds), Mario will drown.
84	22	0,0,40F 0,16,41F 0,32,42F
85	20	A Green Piranha Plant that behaves like a regular type, except that it ignores how close Mario is to its pipe.
85	22	8,0,428 8,16,40C
85	30	An upside-down Green Piranha Plant that behaves like a regular type, except that it ignores how close Mario is to its pipe.
85	32	8,0,41C 8,16,438
8A	20	A blue Koopa Paratroopa that flies in a circular pattern.  Also infamaous for having a few technical problems, so plan around that as best as possible.
8A	22	0,-16,012 0,0,022 14,-8,007
8B	20	A mini-puffer that swims in a small rotatiom away from where you place the sprite. Whether it swims clockwise or counter-clockwise depends on its X position.
8B	22	0,0,424
8B	30	A mini-puffer that swims in a large rotatiom away from where you place the sprite. Whether it swims clockwise or counter-clockwise depends on its X position.
8B	32	0,0,424
8C	20	A Mini-Puffer that jumps straight up out of the water.  Place its initial position withint a few tiles of the water's surface for best results.
8C	22	0,0,424
8D	20	A Mini-Puffer that jumps a small distance out of it's initial position and back.
8D	22	0,0,424
8D	30	A Mini-Puffer that jumps a large distance out of it's initial position and back.
8D	32	0,0,424
8E	20	A Spara-Buzzy; a Flying Buzzy Beetle with spikes on its shell. This one flies in a circle and whether if it's clockwise or counter-clockwise depends on its X position.
8E	22	0,0,434
8E	30	A Spara-Buzzy; a Flying Buzzy Beetle with spikes on its shell. This one flies in a straight line and whether if it's horizontal or vertical depends on its X position.
8E	32	0,0,434
91	20	A Dolphin that jumps vertically from water, but at a lower apex compared to Sprite 43.  Despite what you see, this sprite uses Palette B in game, but uses A in Lunar Magic for easier identification.
91	22	8,0,461 8,16,471
72	20	A Pipe Dwelling Ptooie from SMB3.
72	22	8,-32,41E 8,0,016 8,16,40C
C6	20	This shooter will fire out Eeries that fly in a wave pattern.
C6	22	0,0,452 0,0,114
C7	20	A shooter that spawns bubbles that slowly float into the air.  The sprite is weight sensitive, so standing on it will make it ascend slower than normal.
C7	22	-8,-16,42B 8,-16,42C -8,0,43B 8,0,43C 0,0,114
C8	20	A Torpedo Ted shooter that functions like the original other that it spawns Ted from below.
C8	22	0,-16,180 16,-16,181 0,-8,43F
C8	30	A Torpedo Ted shooter that functions like the original other that it spawns Ted from below.
C8	32	0,-24,180 16,-24,181 8,-16,43F
C9	20	A shooter that will spawn a Sumo Bro's lightning.
C9	22	0,0,1CE 0,0,114
D0	20	This sprite will generate a ceiling over the level, preventing Mario from being able to go over it.
D0	22	0,0,30C 0,16,31C
D0	30	This sprite will generate a ceiling over the level, preventing Mario from being able to go over it.
D0	32	0,0,30C 0,16,31C