# Glossary

<p class="callout info">TODO: Currently sorted alphabetically <span class="BxUVEf ILfuVd" lang="en"><span class="hgKElc">— would something else work better?</span></span>  
Things that probably also should be here:  
- Area  
- View  
- Zone  
- Chunk  
- Entrance</p>

This page briefly defines some of the jargon you may encounter while modding New Super Mario Bros.; this will generally not cover more broadly-used terms such as tilemap, palette, archive, and so forth.

**Code patch**: A piece of code which is compiled then inserted into the game. Also referred to as a **code hack**, **code mod**, or **ASM hack** (though the latter is considered a misnomer <span class="BxUVEf ILfuVd" lang="en"><span class="hgKElc">and</span></span> usage of it is proscribed <span class="BxUVEf ILfuVd" lang="en"><span class="hgKElc">— it is listed here only for posterity).</span></span>

**<span class="BxUVEf ILfuVd" lang="en"><span class="hgKElc">Control byte</span></span>**<span class="BxUVEf ILfuVd" lang="en"><span class="hgKElc">: A byte that controls how a map16 tile tiles in a tile object.</span></span>

**Map16**: The tilemap for tilesets.

**Map16 tile**: A 16x16 tile composed of four 8x8 tiles. These can have tile behaviors set for them and are used in tile objects. May also be simply referred to as a tile.

**Object**: Can refer to both an actor that may exist in a stage (e.g., a bullet bill) or a tile object. The former is more common and may be also referred to as an **actor**.

**Object bank**: A set of objects that are set to load and can thusly be used in an area. Also referred to as a **sprite set** (proscribed).

**Object ID**: The ID of an object. Distinct from stage object ID. Also refered to as **class ID** (proscribed).

**Object settings**: A data field containing information about an object's settings and events it's connected to. Also referred to as a **sprite data** (proscribed).

**Randomization**: The property of a tileset to effectively randomly shuffle a certain set of map16 tiles in game to add visual variety.

**Slope control tile**: A tile with a control byte of 80 or over used to control how map16 tiles tile in a tile object. Mainly used in tile objects for slopes.

**Stage object**: An object that can be placed in a stage (e.g., a goomba). Also refered to as a **stage actor** or **sprite** (the latter being proscribed). Also may be truncated to object or sprite colliqually.

**Stage object ID**: The ID of an object that can be placed in a stage. Also refered to as **stage actor ID** or **sprite ID** (the latter being proscribed).

**Tile behavior**: How a map16 tile is meant to behave in a level when the player interacts with it. Also referred to as **tile type**.

**Tile object**: A unit of map16 tiles that can be placed in a level and are set to tile in a specific fashion. NSMBe refers to these simply as **object**s.

**3D** **tile**: A map16 tile which draws a texture instead of (or, in special cases, over) the 8x8 tiles present on the map16.