# General Info General information about the game that doesn't need more than one page to explain # Music List
**Number for level header (Hex)** **Number in NSMBe/Nitro Studio (Decimal)** **Name in** **Name in SDAT file**
00 MvsL Stage 2 (sometimes nothing plays) BGM\_VS\_CHIJOU
01 TowerBGM\_TRIDE.sseq
02 StarmanBGM\_MUTEKI.sseq
03 Mega MarioBGM\_HUGE.sseq
04 End of Level (+ MvsL course win)BGM\_COURSE\_CLEAR.sseq
05 DeathBGM\_DOWN.sseq
06 DesertBGM\_SABAKU.sseq
07 BossBGM\_BOSS.sseq
08 VS LoseBGM\_VS\_LOSE\_FANFARE
09 UndergroundBGM\_CHIKA.sseq
0A Bonus roomBGM\_MAME.sseq
0B UnderwaterBGM\_WATER3.sseq
0C LavaBGM\_KAZAN\_SOTO.sseq
0D End Credits (Early, unused)BGM\_SAMPLE
0E BeachBGM\_SANBASHI.sseq
0F Bowser Jr. BattleBGM\_KUPPAJR
10 Ghost HouseBGM\_OBAKE.sseq
11 CastleBGM\_SHIRO.sseq
12 Switch timerBGM\_SWITCH.sseq
13 End of Game FanfareBGM\_FINAL\_CLEAR
14 Game OverBGM\_GAMEOVER.sseq
15 Final BossBGM\_FINAL\_KUPPA.sseq
16 Boss BeatenBGM\_BOSS\_CLEAR.sseq
17 \[Nothing\] \[Nothing\]
18 AthleticBGM\_ATHLETIC.sseq
19 Toad HouseBGM\_MINIGAME.sseq
1A GrasslandBGM\_CHIJOU\_CONT.sseq
1B Title ScreenBGM\_SELECT.sseq
1C SMB End of LevelBGM\_GOAL\_FANFARE2.sseq
1D Toad House FanfareBGM\_FANFARE\_KINO.sseq
1E MvsL Stage 2BGM\_VS\_STAGE.sseq
1F MvsL start screen (is this the exact same audio data as the title screen?)BGM\_VS\_SELECT.sseq
20 MvsL LoopBGM\_VS\_FAN\_LOOP.sseq
21 MvsL WinBGM\_VS\_WIN.sseq
22 MvsL LoseBGM\_VS\_LOSE
50 Lava ambientBGM\_AMB\_YOUGAN
51 Desert wind ambientBGM\_AMB\_SABAKU
52 Water ambientBGM\_AMB\_WATER
53 Cave Water AmbientBGM\_AMB\_CHIKA
56 Sky Wind AmbientBGM\_AMB\_SKY
63 Early MvsL Stage (Early grassland, unused)BGM\_CHIJO
64 World 1BGM\_WORLD1
65 World 2BGM\_WORLD2
66 World 3BGM\_WORLD3
67 World 4BGM\_WORLD4
68 World 5BGM\_WORLD5
69 World 6BGM\_WORLD6
6A World 7BGM\_WORLD7
6B World 8BGM\_WORLD8
6C End CreditsBGM\_ENDING
6D Intro 1BGM\_OPENING\_DEMO1
6E Intro 2BGM\_OPENING\_DEMO2
6F Peach FanfareBGM\_KUPPACLEAR\_DEMO
# List of player animations todo: anms not in anmTbl notes: - All testing done with USA version unless otherwise specified. - \[UNKNOWN\_USE\] is a sentinel value for gameplayAction, when the use of the animation is unknown - This was created by logging the animation function calls (which functions?) to get animation table indexes for each visually-observed in-game action and then looking at the animation tables in IDA and the animation files themselves
**anmTblInd****anmFile****anmIndex****anmName****gameplayAction****anmDesc****tblEntUsed****note**
0
1
2
3
4
5
6
7
8
9
a
b
c
d
e
f
10
11
12
13
14
15
16
17
18
19
1a
1b
1c
1d
1e
1f
20
21
22
23
24
25
26
27
28
29
2a
2b
2c
2d
2e
2f
30
31
32
33
34
35
36
37
38
39
3a
3b
3c
3d
3e
3f
40
41
42
43
44
45
46
47
48
49
4a
4b
4c
4d
4e
4f
50
51
52
53
54
55
56
57
58
59
5a
5b
5c
5d
5e
5f
60
61
62
63
64
65
66
67
68
69
6a
6b
6c
6d
6e
6f
70
71
72
73
74
75
76
77
78
79
7a
7b
7c
7d
7e
7f
80
81
82
83
84
85
86
87
88
89
8a
8b
8c
8d
8e
8f
90
91
92
93
notInTable
notInTable
notInTable
notInTable
notInTable
# Level List Every level in the game accompanied by its file name and how many areas it has. | Filename | Level Name | Area Count | |----------|--------------------------|------------| | A01 | World 1-1 | 3 Areas | | A02 | World 1-2 | 3 Areas | | A03 | World 1-3 | 1 Area | | A04 | World 1-4 | 3 Areas | | A05 | World 1-5 | 2 Areas | | A06 | World 1-A | 2 Areas | | A07 | W1 Tower | 3 Areas | | A08 | W1 Castle | 3 Areas | | A09 | Cannon (W1 to W5) | 1 Area | | B01 | World 2-1 | 3 Areas | | B02 | World 2-2 | 2 Areas | | B03 | World 2-3 | 2 Areas | | B04 | World 2-4 | 2 Areas | | B05 | World 2-5 | 2 Areas | | B06 | World 2-6 | 2 Areas | | B07 | World 2-A | 3 Areas | | B08 | W2 Tower | 3 Areas | | B09 | W2 Castle | 3 Areas | | B10 | Cannon (W2 to W5) | 1 Area | | C01 | World 3-1 | 2 Areas | | C02 | World 3-2 | 2 Areas | | C03 | World 3-3 | 3 Areas | | C04 | World 3-A | 3 Areas | | C05 | World 3-B | 2 Areas | | C06 | World 3-C | 2 Areas | | C07 | W3 Ghost House | 3 Areas | | C08 | W3 Tower | 2 Areas | | C09 | W3 Castle | 2 Areas | | C10 | Cannon (W3 to W6) | 1 Area | | D01 | World 4-1 | 1 Area | | D02 | World 4-2 | 2 Areas | | D03 | World 4-3 | 2 Areas | | D04 | World 4-4 | 2 Areas | | D05 | World 4-5 | 3 Areas | | D06 | World 4-6 | 2 Areas | | D07 | World 4-A | 2 Areas | | D08 | W4 Ghost House | 3 Areas | | D09 | W4 Tower | 2 Areas | | D10 | W4 Castle | 2 Areas | | D11 | Cannon (W4 to W7) | 1 Area | | E01 | World 5-1 | 1 Area | | E02 | World 5-2 | 2 Areas | | E03 | World 5-3 | 2 Areas | | E04 | World 5-4 | 1 Area | | E05 | World 5-A | 2 Areas | | E06 | World 5-B | 1 Area | | E07 | World 5-C | 2 Areas | | E08 | W5 Ghost House | 3 Areas | | E09 | W5 Tower | 2 Areas | | E10 | W5 Castle | 2 Areas | | E11 | Cannon (W5 to W8) | 1 Area | | F01 | World 6-1 | 2 Areas | | F02 | World 6-2 | 2 Areas | | F03 | World 6-3 | 2 Areas | | F04 | World 6-4 | 1 Area | | F05 | World 6-5 | 2 Areas | | F06 | World 6-6 | 3 Areas | | F07 | World 6-A | 2 Areas | | F08 | World 6-B | 1 Area | | F09 | W6 Tower 1 | 2 Areas | | F10 | W6 Tower 2 | 2 Areas | | F11 | W6 Castle | 2 Areas | | F12 | Unused Cannon (W6 to W8) | 1 Area | | G01 | World 7-1 | 1 Area | | G02 | World 7-2 | 2 Areas | | G03 | World 7-3 | 2 Areas | | G04 | World 7-4 | 1 Area | | G05 | World 7-5 | 3 Areas | | G06 | World 7-6 | 3 Areas | | G07 | World 7-7 | 1 Area | | G08 | World 7-A | 2 Areas | | G09 | W7 Ghost House | 3 Areas | | G10 | W7 Tower | 2 Areas | | G11 | W7 Castle | 2 Areas | | H01 | World 8-1 | 2 Areas | | H02 | World 8-2 | 3 Areas | | H03 | World 8-3 | 2 Areas | | H04 | World 8-4 | 2 Areas | | H05 | World 8-5 | 2 Areas | | H06 | World 8-6 | 2 Areas | | H07 | World 8-7 | 1 Area | | H08 | World 8-8 | 2 Areas | | H09 | W8 Tower 1 | 2 Areas | | H10 | W8 Tower 2 | 2 Areas | | H11 | W8 Castle | 2 Areas | | H12 | W8 Final Castle | 3 Areas | | I01 | 1-Up Bonus Game | 1 Area | | I02 | Item Bonus Game | 1 Area | | I03 | Mega Mushroom Bonus Game | 1 Area | | I04 | Bottom Screen Background Chooser | 1 Area | | J01 | MvsL - SMB 1-1 | 1 Area | | J02 | MvsL - Underground | 1 Area | | J03 | MvsL - Ice World | 1 Area | | J04 | MvsL - Pipe World | 1 Area | | J05 | MvsL - Castle | 1 Area | | J06 | Unused Level 1 | 1 Area | | J07 | Unused Level 2 | 1 Area | | J08 | Unused Level 3 | 1 Area | | J09 | Unused Level 4 | 1 Area | | J10 | Unused Level 5 | 1 Area | # Connected Pipes Each end of the pipe needs an Entrance. Both must have the same connected pipe ID. Set area 0 in one end and area 1 in the other end. Make a Path with the same ID as the entrance's "Connected Pipe ID". Each node on the path must be placed and "Value 6" in the node numbered as below: Image of how to place the node in each pipe with its value: [![Connected pipes.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-06/scaled-1680-/connected-pipes.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-06/connected-pipes.png) If value 6 does not show up for you, then try using the [original NSMBe](https://nsmbhd.net/download/). The path must be connected from one end of the pipe to the other; this is just to show the placement. You can place more nodes on the path if you need, only the first and last need the above value 6 number. World 7-A area 2 is good for more information. Example shapes: **Reverse L** **[![Reverse L.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-06/scaled-1680-/reverse-l.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-06/reverse-l.png)** Setting a pipe as "exit only" also works, and is used in retail (eg 7-A). # File Table A table of contents for the files inside of a NSMB DS ROM. Note: **bold** entries are folders.

TODO: Expand this table to contain all files, splitting the table if needed

FilesSubfilesSub-sub-filesUsefulness
fnt.bin *File Name Table* It contains filenames, folders and folders names.
fat.bin *File Allocation Table* It contains every file's address in the rom and its size.
header.bin ?
arm9ovt.bin It lists every arm9 overlay, its location in the rom and where it should be loaded in the ram.
arm7ovt.bin It should list every arm7 overlay, its location in the rom and where it should be loaded in the ram.
arm9.bin The code for the main processor.
arm7.bin *The code for the coprocessor.*
banner.bin *It has the NSMB ROM game icon*
rsasig.bin *Some signature*
**root**
00DUMMY *Empty, NSMBe uses it to store tileset, their objects' descriptions, backgrounds and music names after renaming them*
BUILDTIME *Last game build time*
mgvs\_sound\_data.sdat *Minigames music*
sound\_data.sdat *Main game music*
**ARCHIVE** *It contains all the Minigames graphics and MvsL stuffs*
**BG\_chk** *Tile behaviors for tilesets*
**BG\_ncg** *It contains all the Tilesets and BGs graphics stuff (only images, not palettes)*
**BG\_ncl** *It contains all the Tileset and BGs palettes*
**BG\_nsc** *It contains all the BGs' nsc files (remember the tilesets don't have a .nsc file)*
**BG\_pnl** *Map16 for tilesets*
**BG\_unt** *Objects info for tilesets*
**course** *It contains all the levels .bin files*
**demo** *It contains some cutscene stuffs*
**ending** *It contains other ending stuffs (like the tower BG)*
**enemy** *It contains the enemies' models and animations*
**ipl** *It contains the graphics of the icon visible on the DS/DSi/3DS family menu*
**map** *It contains all the Worldmap files*
**obj** *It contains the graphics of the 2D things*
**particle** *It contains particle files*
**player** *It contains player's models and animations*
**polygon\_unit** *It contains some levels effects, the quicksand files, the pipe graphics, and the End-of-level graphics*
**script** *It contains BMG files (used for In-Level pause scripts, Worldmap's pause scripts, and for the Titlescreen's File Select scripts)*
**uiStudio** *It contains HUD files (ncg, ncl, nsc, bnbl, bncl and bncd)*
**overlay7** *It should contain the overlays for the arm7 processor*
**overlay9** *It contains the overlays for the arm9 processor*
# Music List | Level Header ID (Hex)|ID in NSMBe/Nitro Studio (Decimal)| Common Name |Name in NSMBe | SDAT Name (in sound_data.sdat) | |-------------------------|---|---------------------------------------------------------|-----------------|----------------------------| | 00 | 0 | None/MvsL Stage Theme 1 (in some cases)* |MvsL Stage | BGM_VS_CHIJOU | | 01 | 1 | Tower |Tower | BGM_TRIDE.sseq | | 02 | 2 | Starman |Starman | BGM_MUTEKI.sseq | | 03 | 3 | Mega Mario |Mega Mario | BGM_HUGE.sseq | | 04 | 4 | End of Level (+ MvsL battle win) |End of Level | BGM_COURSE_CLEAR.sseq | | 05 | 5 | Death |Death | BGM_DOWN.sseq | | 06 | 6 | Desert |Desert | BGM_SABAKU.sseq | | 07 | 7 | Boss |Boss | BGM_BOSS.sseq | | 08 | 8 | VS battle lose |VS Lose | BGM_VS_LOSE_FANFARE | | 09 | 9 | Underground |Underground | BGM_CHIKA.sseq | | 0A | 10 | Bonus room |Bonus room | BGM_MAME.sseq | | 0B | 11 | Underwater |Underwater | BGM_WATER3.sseq | | 0C | 12 | Lava |Lava | BGM_KAZAN_SOTO.sseq | | 0D | 13 | End Credits (Early/Unused, shorter) |End Credits | BGM_SAMPLE | | 0E | 14 | Beach |Beach | BGM_SANBASHI.sseq | | 0F | 15 | Bowser Jr. Battle |Bowser Jr. Battle | BGM_KUPPAJR | | 10 | 16 | Ghost House |Ghost House | BGM_OBAKE.sseq | | 11 | 17 | Castle |Castle | BGM_SHIRO.sseq | | 12 | 18 | Switch timer |Timer | BGM_SWITCH.sseq | | 13 | 19 | End of Game Fanfare |End of Game Fanfare | BGM_FINAL_CLEAR | | 14 | 20 | Game Over |Game Over | BGM_GAMEOVER.sseq | | 15 | 21 | Final Boss |Final Boss | BGM_FINAL_KUPPA.sseq | | 16 | 22 | Boss Beaten |Boss Beaten | BGM_BOSS_CLEAR.sseq | | 17 | None | [Nothing] | | [Nothing] | | 18 | 24 | Athletic |Mushrooms (Athletic) | BGM_ATHLETIC.sseq | | 19 | 25 | Toad House |Toad House | BGM_MINIGAME.sseq | | 1A | 26 | Grassland |Grassland | BGM_CHIJOU_CONT.sseq | | 1B | 27 | Title Screen |Title Screen | BGM_SELECT.sseq | | 1C | 28 | SMB End of Level |SMB End of Level | BGM_GOAL_FANFARE2.sseq | | 1D | 29 | Toad House Fanfare |Toad House Fanfare | BGM_FANFARE_KINO.sseq | | 1E | 30 | MvsL Stage Theme 2* |MvsL Stage 2 | BGM_VS_STAGE.sseq | | 1F | 31 | MvsL start screen (duplicate of Title Screen) |MvsL Title Screen | BGM_VS_SELECT.sseq | | 20 | 32 | MvsL Loop |MvsL Results Screen | BGM_VS_FAN_LOOP.sseq | | 21 | 33 | MvsL Win (Results screen) |MvsL Win | BGM_VS_WIN.sseq | | 22 | 34 | MvsL Lose (Results screen) |MvsL Lose | BGM_VS_LOSE | | [23 - 4F] | None | [Nothing] | | [Nothing] | | 50 | 80 | Lava ambient |Lava ambient (Castle) | BGM_AMB_YOUGAN | | 51 | 81 | Desert wind ambient |Desert ambient (Castle)| BGM_AMB_SABAKU | | 52 | 82 | Water ambient |Water ambient (Castle)| BGM_AMB_WATER | | 53 | 83 | Cave Water Ambient |Underground ambient (Castle)| BGM_AMB_CHIKA | | [84 - 85] | None| [Nothing] | | [Nothing] | | 56 | 86 | Sky Wind Ambient |Wind ambient (Castle) | BGM_AMB_SKY | | [87 - 98] | None | [Nothing] | | [Nothing] | | 63 | 99 | MvsL Stage (Early) |Early Grassland (Unused)| BGM_CHIJO | | 64 | 100 | World 1* |World 1 | BGM_WORLD1 | | 65 | 101 | World 2* |World 2 | BGM_WORLD2 | | 66 | 102 | World 3* |World 3 | BGM_WORLD3 | | 67 | 103 | World 4* |World 4 | BGM_WORLD4 | | 68 | 104 | World 5* |World 5 | BGM_WORLD5 | | 69 | 105 | World 6* |World 6 | BGM_WORLD6 | | 6A | 106 | World 7* |World 7 | BGM_WORLD7 | | 6B | 107 | World 8* |World 8 | BGM_WORLD8 | | 6C | 108 | End Credits |Ending | BGM_ENDING | | 6D | 109 | Intro Part 1 |Intro 1 | BGM_OPENING_DEMO1 | | 6E | 110 | Intro Part 2 |Intro 2 | BGM_OPENING_DEMO2 | | 6F | 111 | Peach Fanfare |Peach Fanfare | BGM_KUPPACLEAR_DEMO | *MvsL themes and World Map themes: Loading the MvsL themes or the World map themes in a regular level (by changing the music in the View Settings for example) will play the music, but most sound effects will be muted while the music is playing (this is because they use sound banks that are too big for the game, overloading the audio memory). Additional note: Any song with an id above 6F will not play, regardless of if there is song data associated with it or not (by editing the sound_data.sdat file) # Special Event IDs
IDDescription
3EBlue coin trail while event is active.
46Causes the unused "faded circle" screen transition to be used when using an entrance or exit. **Unused**
F3Partial Starman effects. **Unused?**
F4Partial Mega Mushroom effects. **Unused?**
EBMake inventory contain item with no icon. Crashes when you release the item and it can't be replaced by other items. Maybe defunct unused item? **Unused?**
F7Locks camera into bottom left of view. Mario isn't forced to be inside this camera, but he can't interact with actors outside the camera. **Unused?**
# Camera The Camera in New Super Mario Bros is controlled in several ways. You have to take into account that the camera movements will condition the gameplay. **1. How the Camera restricts Mario** The camera restricts Mario's movements in two ways: • Mario cannot go out of the camera view through the sides. This means that if the camera doesn't pan further, Mario can't either. The camera sides act like walls (but you can't wall jump into them) • Mario cannot go to the bottom of the camera. If he does so, he will die. Note that there is some margin, so you can place something like a Warp to Level some blocks below the camera view. Mario will get it before he dies. Mario does can go out from the top of the camera. Simply the camera will not pan there, so Mario will be out of the screen. **2. Views** The camera will NEVER get out of the view. That means Mario can't get out of the view by the sides or the bottom. **3. Panning blocks** This thing is a little bit confusing. An area (not each view) is divided in blocks of 16x16 tiles (256x256 pixels). The camera will not pan into blocks that are empty (don't contain any objects). An example (thanks to Garmichael): Look at this level: [![Panfree.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-07/scaled-1680-/panfree.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-07/panfree.png) Notice that blocks A and F are empty. Mario cannot get to A from B, but he can actually jump from D to B. While he is in A, the camera will not move, but as soon as he crosses into B, the camera will jump to that location and that boundary would act like a wall. From there, As Mario approaches C, he will be able to see some of F, but as soon as he crosses into C, the camera will reposition so that the border to F is the bottom of the screen. If Mario jumps down into F, he dies (even though the block under F has ground). **4. Scroll Control and Scroll Stop sprites** These sprites control the camera in more ways. How they work is generally unknown, except for: • Vertical scroll controls: \[sprite:198\] and \[sprite:199\] • Horizontal scroll stop: \[sprite:276\] **5. Header Blocks** Block 2, Block 4, and Block 5 control more settings of the camera. Look at the [List of Header Blocks](https://nsmbhd.net/wiki/List_of_Header_Blocks/) page for more info. # Particle List Note: IDs can go as high as 255, all IDs past 118 are blank and have been left out for sake of shortening the list.
Particle IdIn-Game EffectNotes
0toadsworth creates toad house block(s) – part 2 red toad house disappears – part 3
1
2
3something in the intro
4
5whomp destroyed – part 1
6whomp destroyed – part 2
7whomp destroyed – part 3
8
9whomp slams ground – part 1
Awhomp slams ground – part 2
Bwhomp slams ground – part 3
C
Dmario jumps/lands on world mapalso used for flying ? blocks, hammer bros and bowser jr on the world map?
Emario goes into castle on world map
F
10
11something todo with end-of-boss cutscene or world map?
12
13bob-omb explodes - part 1sometimes spawned (off-screen?) on world map
14bob-omb explodes - part 2sometimes spawned (off-screen?) on world map
15bob-omb explodes - part 3
16bob-omb explodes - part 4
17bob-omb explodes - part 5
18bob-omb explodes - part 6
19bob-omb explodes - part 7
1A
1Bred toad house disappears – part 1
1Cred toad house disappears – part 2 thwomp hits ground – part 1
1Dthwomp hits ground – part 2
1Ebig thwomp hits ground – part 1
1Fbig thwomp hits ground – part 2
20big thwomp hits ground – part 3
21get mega mushroom – part 1
22get mega mushroom – part 2
23get mega mushroom – part 3
24get mega mushroom – part 4
25get mega mushroom – part 5
26get mega mushroom – part 6
27get mega mushroom – part 7
28get mega mushroom – part 8
29get mega mushroom – part 9
2Aget mega mushroom – part 10
2Bget mega mushroom – part 11
2Cget mega mushroom – part 12
2D
2E
2F
30
31
32
33
34
35
36
37
38
39mega mario walks right – alternating with 3A
3Amega mario walks right – alternating with 39
3B
3Cmega mario walks left – alternating with 3D
3Dmega mario walks left – alternating with 3C / goal fireworks related? – part 6
3Egoal fireworks related? – part 7
3Fgoal fireworks related? – part 8
40goal fireworks related? – part 9
41goal fireworks related? – part 10
42
43
44
45
46
47goal fireworks related? – part 1
48goal fireworks related? – part 2
49goal fireworks related? – part 3
4Agoal fireworks related? – part 4
4Bgoal fireworks related? – part 5
4Csplunkin stomped on for the second time – part 1
4Dsplunkin stomped on for the second time – part 2
4Esplunkin stomped on for the second time – part 3
4Fsplunkin stomped on for the first time – part 1
50splunkin stomped on for the first time – part 2
51bowser jr lands after being defeated
52
53
54
55
56
57
58
59
5A
5B
5C
5D
5E
5F
60
61
62
63
64
65
66
67
68
69
6A
6B
6C
6D
6E
6F
70
71
72
73jump onto cliff ledge from normal ground
74
75
76item/object appears/disappears – part 1
77item/object appears/disappears – part 2
78item/object appears/disappears – part 3
79enemy/mega goomba “popped” – part 1 boss shutter piece spawned/destroyed – part part 1 bowser bridge piece destroyed – part 1
7Aenemy/mega goomba “popped” – part 2 boss shutter piece spawned/destroyed – part part 2 bowser bridge piece destroyed – part 2
7B
7C
7D
7Emario “twinkles” in distance after being fired by warp cannon
7F
80
81
82
83
84
85
86run into enemy as mega mario
87
88
89
8A
8B
8C
8D
8E
8F
90
91
92
93
94
95blue coin collected
96mario breaks free from under fallen snow – part 1
97mario breaks free from under fallen snow – part 2
98
99
9A
9B
9C
9Dmario stomps on Crowber – part 1
9Emario stomps on Crowber – part 2
9Fmario does Drill Stomp straight down
A0bowser jr/blockhopper jumps/lands
A1object enters/exits lava – part 1
A2object enters/exits lava – part 2
A3object enters/exits poison water – part 1
A4object enters/exits poison water – part 2
A5object enters/exits water – part 1
A6object enters/exits water – part 2
A7
A8mario lands on soft cloud platform
A9mario lands on quicksand
AAmario lands on sinking snow – part 1
ABmario lands on sinking snow – part 2
ACmario fireball hits enemy/wall – part 1
ADmario fireball hits enemy/wall – part 2
AEstomp on wiggler
AF
B0
B1
B2kab-omb explodes – part 1
B3kab-omb explodes – part 2
B4kab-omb explodes – part 3
B5
B6ground-pound on koopa troopa/buzzy beetle – part 1
B7ground-pound on koopa troopa/buzzy beetle – part 2
B8ground-pound on koopa troopa/buzzy beetle – part 3
B9ground-pound on koopa troopa/buzzy beetle – part 4
BA“pop” enemy with ground-pound – part 1
BB“pop” enemy with ground-pound – part 2
BC“pop” enemy with ground-pound – part 3
BD
BE
BF
C0
C1
C2
C3
C4
C5
C6
C7
C8
C9
CAmario stomps lakitu
CBmario lands in lakitu’s cloud
CC
CD
CE
CF
D0bill blaster fires bullet bill – part 1but not rotating bill blaster
D1bill blaster fires bullet bill – part 2
D2ground-pound on koopa troopa/buzzy beetle – part 5
D3ground-pound on koopa troopa/buzzy beetle – part 6
D4
D5
D6
D7
D8toadsworth creates toad house block(s) – part 1
D9
DA
DBskeeter bomb enters water or maybe skeeter spawns bomb – part 3
DCskeeter bomb enters water or maybe skeeter spawns bomb – part 4
DD
DE
DF
E0
f8Mario ground pound Falling snow hits ground
E2Mario lands after triple jump Mario ground pounds on mummipokey
E3
E4mario goes out of water – part 1
E5mario goes out of water – part 2
E6mario goes out of water – part 3
E7mario exits water – part 1
E8mario exits water – part 2
E9mario exits water – part 3
EAget red coin
EB
EC
ED
EEmario lands on ground in deep water – part 1
EFmario lands on ground in deep water – part 2
F0
F1
F2
F3mario flies off Spin Block/out of tornado – part 1
F4mario flies off Spin Block/out of tornado – part 2
F5something todo with spinning/drill stomp – part 1
F6something todo with spinning/drill stomp – part 2
F7something todo with spinning/drill stomp – part 3
F8get star coin – part 1
F9get star coin – part 2
FAget star coin – part 3
FB
FC
FD?/p/! switch pressed – part 1
FE?/p/! switch pressed (alt – part upside down or underwater only?) – part 1
FF?/p/! switch pressed (alt – part upside down or underwater only?) – part 2
100?/p/! switch pressed – part 2
101
102
103mario does Drill Stomp when small mario
104mario wall jump from right – part 1
105mario wall jump from right – part 2
106mario wall jump from right – part 3
107mario wall jump from left – part 1
108mario wall jump from left – part 2
109mario wall jump from left – part 3
10A
10B
10Cmario lands on /starts to hang off of cliff edge
10D
10Emario goes into water in 1-A start section – part 1 cheepskipper enters/exits water – part 1
10Fmario goes into water in 1-A start section – part 2 cheepskipper enters/exits water – part 2
110mario goes into water in 1-A start section – part 3 spike pillar goes into water – part 1
111spike pillar goes into water – part 2
112
113cheepskipper enters/exits water – part 3
114mario goes into water in 3-Castle boss room – part 1
115mario goes into water in 3-Castle boss room – part 2
116mario goes into water in 3-Castle boss room – part 3
117mario punches fence – part 1
118mario punches fence – part 2
# Staff Roll Characters These are the letters you can touch on the bottom screen during the credits.
Closest ASCII CharacterCharacter IDCharacter Used?SFX IDSFX NameSFX Usage Outside of Credits
A0x0Yes0x34SE\_EMY\_KPJR\_DAMAGE\_VBowser Jr. stomped (voice)
B0x1Yes0x35SE\_EMY\_KPJR\_CRY\_VBowser Jr. defeated
C0x2Yes0x39SE\_EMY\_KPJR\_GUARD\_ONBowser Jr. go into shell
D0x3Yes0x6eSE\_EMY\_KURIBO\_FUMUStomp on enemy / Stomp on other player
E0x4Yes0x6fSE\_EMY\_KAME\_FUMUStomp on Koopa / Kab-omb / Skeeter (?)
F0x5Yes0x70SE\_EMY\_KAME\_KERUEnemy defeated by fireball/Shell mario in shell/Ground-pound/Flagpole / Mega Goomba defeated by Mini Player / Hanging ? Block hit from side / Item destroyed in lava / Block spawned by tile creator sprite
G0x6Yes0xf5SE\_VOC\_OPDM\_YESPlayer reacts to completion of logo
H0x7Yes0xfaSE\_VOC\_OPDM\_AWAWA\_01Player reacts to thunder strike
I0x8Yes0x128SE\_OBJ\_GOAL\_HANABIGoal firework
J0x9Yes0x103SE\_AMB\_OPDM\_BABELLogo crashes down
K0xaYes0x123SE\_OBJ\_GET\_DRAGON\_COINGet Star Coin
L0xbYes0x10bSE\_VOC\_OPDM\_PEACH\_HELP
M0xcYes0x166SE\_PLY\_CHANGE\_NORMALTurn back to normal from Mega
N0xdYes0x14fSE\_PLY\_HIP\_ATTACK\_MMini ground-pound
O0xeYes0x149SE\_PLY\_JUMP\_3Mini Player jumps
P0xfYes0x152SE\_PLY\_DOWNPlayer loses a life
Q0x10No0x153SE\_PLY\_SWIMPlayer swim
R0x11Yes0x168SE\_PLY\_THROW\_FIREFire Player/Fire Bros – throw fireball
S0x12Yes0x16cSE\_OBJ\_GET\_COINGet coin
T0x13Yes0x171SE\_OBJ\_DOKAN\_BREAKPipe/Bill Blaster smashed from the side as Mega Player
U0x14Yes0x172SE\_PLY\_JUMPDAIJump on trampoline/Pot in final boss intro jumps
V0x15Yes0x17bSE\_SYS\_ONE\_UPGet 1-up mushroom
W0x16Yes0x17cSE\_SYS\_ONE\_DOWNUnused
X0x17Yes0x1a9SE\_OBJ\_TSUBO\_BREAKPot in final boss intro shatters
Y0x18Yes0x1abSE\_VOC\_M\_HOEEMario embarrassed after being kissed by peach
Z0x19Yes0x1adSE\_VOC\_P\_THANK\_YOUPeach thanks Player after battle
a0x1aYes0x34SE\_EMY\_KPJR\_DAMAGE\_VBowser Jr. stomped (voice)
b0x1bYes0x35SE\_EMY\_KPJR\_CRY\_VBowser Jr. defeated
c0x1cYes0x39SE\_EMY\_KPJR\_GUARD\_ONBowser Jr. go into shell
d0x1dYes0x6eSE\_EMY\_KURIBO\_FUMUStomp on enemy / Stomp on other player
e0x1eYes0x6fSE\_EMY\_KAME\_FUMUStomp on Koopa / Kab-omb / Skeeter (?)
f0x1fYes0x70SE\_EMY\_KAME\_KERUEnemy defeated by fireball/Shell mario in shell/Ground-pound/Flagpole / Mega Goomba defeated by Mini Player / Hanging ? Block hit from side / Item destroyed in lava / Block spawned by tile creator sprite
g0x20Yes0xf5SE\_VOC\_OPDM\_YESPlayer reacts to completion of logo
h0x21Yes0xfaSE\_VOC\_OPDM\_AWAWA\_01Player reacts to thunder strike
i0x22Yes0x128SE\_OBJ\_GOAL\_HANABIGoal firework
j0x23Yes0x103SE\_AMB\_OPDM\_BABELLogo crashes down
k0x24Yes0x123SE\_OBJ\_GET\_DRAGON\_COINGet Star Coin
l0x25Yes0x10bSE\_VOC\_OPDM\_PEACH\_HELP
m0x26Yes0x166SE\_PLY\_CHANGE\_NORMALTurn back to normal from Mega
n0x27Yes0x14fSE\_PLY\_HIP\_ATTACK\_MMini ground-pound
o0x28Yes0x149SE\_PLY\_JUMP\_3Mini Player jumps
p0x29Yes0x152SE\_PLY\_DOWNPlayer loses a life
q0x2aYes0x153SE\_PLY\_SWIMPlayer swim
r0x2bYes0x168SE\_PLY\_THROW\_FIREFire Player/Fire Bros – throw fireball
s0x2cYes0x16cSE\_OBJ\_GET\_COINGet coin
t0x2dYes0x171SE\_OBJ\_DOKAN\_BREAKPipe/Bill Blaster smashed from the side as Mega Player
u0x2eYes0x172SE\_PLY\_JUMPDAIJump on trampoline/Pot in final boss intro jumps
v0x2fYes0x17bSE\_SYS\_ONE\_UPGet 1-up mushroom
w0x30Yes0x17cSE\_SYS\_ONE\_DOWNUnused
x0x31No0x1a9SE\_OBJ\_TSUBO\_BREAKPot in final boss intro shatters
y0x32Yes0x1abSE\_VOC\_M\_HOEEMario embarrassed after being kissed by peach
z0x33Yes0x1adSE\_VOC\_P\_THANK\_YOUPeach thanks Player after battle
À0x34No0x36SE\_EMY\_KPJR\_UHBowser Jr. “wakes up” after battle
Á0x35No0x37SE\_EMY\_KPJR\_LANDBowser Jr. land after jump attack
Â0x36No0x3bSE\_EMY\_KPJR\_GUARD\_OFFBowser Jr. stop hiding in shell
Ä0x37No0x3cSE\_EMY\_KPJR\_DAMAGEBowser Jr. stomped
Ç0x38No0x3dSE\_EMY\_KPJR\_PURUPURUBowser Jr. shakes head after waking up after battle
È0x39No0x77SE\_EMY\_KAME\_HIT\_7Defeat 7th and subsequent enemy in a row while sliding
É0x3aNo0xf6SE\_VOC\_OPDM\_UN\_01Player looks up at logo
Ê0x3bNo0xfcSE\_VOC\_OPDM\_AWAWA\_02
Ë0x3cNo0xffSE\_VOC\_OPDM\_HOEE
Ì0x3dNo0x10aSE\_VOC\_OPDM\_PEACH\_CRY
Í0x3eNo0x101SE\_AMB\_OPDM\_WARBLEIntro birds
Î0x3fNo0x102SE\_AMB\_OPDM\_THUNDERThunder strike on castle
Ï0x40No0x104SE\_EMY\_OPDM\_KPJR\_FOOTBowser Jr. sneaks up on peach
Ñ0x41No0x109SE\_PLY\_OPDM\_MA\_HIT
Ò0x42No0x10dSE\_OBJ\_OPDM\_NEW\_FALL
Ó0x43No0x10eSE\_OBJ\_OPDM\_NEW\_SET
Ô0x44No0x10fSE\_OBJ\_OPDM\_LOGO\_FALL\_L
Ö0x45No0x110SE\_OBJ\_OPDM\_LOGO\_FALL\_S
Ù0x46No0x170SE\_OBJ\_COIN\_BOUNDLoose coin hit ground
Ú0x47No0x174SE\_OBJ\_ITEM\_APPEARItem out of block
Û0x48No0x13aSE\_SYS\_MID\_POINTPass checkpoint
Ü0x49No0x13eSE\_SYS\_HURRY\_UP
ß0x4aNo0x14dSE\_PLY\_HIP\_ATTACKGround-pound hits ground / Ground-pound hits other player
à0x4bNo0x36SE\_EMY\_KPJR\_UHBowser Jr. “wakes up” after battle
á0x4cNo0x37SE\_EMY\_KPJR\_LANDBowser Jr. land after jump attack
â0x4dNo0x3bSE\_EMY\_KPJR\_GUARD\_OFFBowser Jr. stop hiding in shell
ä0x4eNo0x3cSE\_EMY\_KPJR\_DAMAGEBowser Jr. stomped
ç0x4fNo0x3dSE\_EMY\_KPJR\_PURUPURUBowser Jr. shakes head after waking up after battle
è0x50No0x77SE\_EMY\_KAME\_HIT\_7Defeat 7th and subsequent enemy in a row while sliding
é0x51No0xf6SE\_VOC\_OPDM\_UN\_01Player looks up at logo
ê0x52No0xfcSE\_VOC\_OPDM\_AWAWA\_02
ë0x53No0xffSE\_VOC\_OPDM\_HOEE
ì0x54No0x10aSE\_VOC\_OPDM\_PEACH\_CRY
í0x55No0x101SE\_AMB\_OPDM\_WARBLEIntro birds
î0x56No0x102SE\_AMB\_OPDM\_THUNDERThunder strike on castle
ï0x57No0x104SE\_EMY\_OPDM\_KPJR\_FOOTBowser Jr. sneaks up on peach
ñ0x58No0x109SE\_PLY\_OPDM\_MA\_HIT
ò0x59No0x10dSE\_OBJ\_OPDM\_NEW\_FALL
ó0x5aNo0x10eSE\_OBJ\_OPDM\_NEW\_SET
ô0x5bNo0x10fSE\_OBJ\_OPDM\_LOGO\_FALL\_L
ö0x5cNo0x110SE\_OBJ\_OPDM\_LOGO\_FALL\_S
ù0x5dNo0x170SE\_OBJ\_COIN\_BOUNDLoose coin hit ground
ú0x5eNo0x174SE\_OBJ\_ITEM\_APPEARItem out of block
û0x5fNo0x13aSE\_SYS\_MID\_POINT
ü0x60No0x13eSE\_SYS\_HURRY\_UP
.0x61No0x15bSE\_PLY\_FOOTNOTE\_H
0x62No0x15eSE\_PLY\_FOOTNOTE\_H
\_0x63No0x16aSE\_PLY\_CHANGE\_SMALLEnter/exit pipe / Enter warp / lose powerup
-0x64No0x163SE\_PLY\_CHANGE\_BIGGet powerup / Collect Starman as Mega Player
\[another type of line\]0x65No0x167SE\_PLY\_CHANGE\_MAMEBecome mini
&0x66Yes0x177SE\_OBJ\_BLOCK\_BREAKPlayer break brick block / boss shutter block spawn/break / block broken by tile destroyer sprite / bridge destroyed in Bowser/Big Bowser boss / peach platform destroyed in final boss / Bob-omb destroy block / Big Unagi destroy block / Mummipokey sand ball break
'0x67Yes0x178SE\_PLY\_STAR\_ATTACKMega Player touch enemy/Big Player touch Mini Goomba / Big Unagi destroy block / Broozer destroy block
# Entrances # 1. Entrance Guide Click the Door icon at the top to edit entrances. **Settings** • \*Camera X:\*\* • \*Camera Y:\*\* • \*Entrance ID:\*\* The ID associated with the entrance. • \*Destination ID:\*\* The number of the area the pipe goes to. If not changing area, set to 0. • \*Destination Entrance:\*\* The ID of the entrance it goes to. • \*Connected Pipe ID:\*\* The ID of the path that makes up the pipe. Remember to check "Connected Pipe". • \*View:\*\* The ID of the view the entrance is currently in. Not the destination view. • \*Exit Only:\*\* Check this if you don't want the player to be able to enter, I.E. a one-way pipe. • \*<entrancesetting16>:\*\* Not sure what it does. • \*Connected Pipe:\*\* Check this if you're using a connected pipe. (Such as 7-A) • \*Display on Lower Screen:\*\* Displays the view on the lower screen that the entrance is currently in. **Warp Pipe** Warp pipes are the way Mario gets around to different Views or Areas. **Simple Warp Pipe** First off, build a warp pipe using blocks. For this, I'll be using a upwards warp pipe, (object type 102) • Place the warp pipe, make sure it's vertical. (And make sure it extends into the ground or is at least 3 blocks high.) • Click the door icon, and add an entrance. • Using shift+dragging, place it onto the top left part of the warp pipe. • Click the drop down menu on the left side, select "Pipe facing Up." Set the View that it's in. • (Note the Entrance ID if you plan to make it both ways.) • Now go build another warp pipe somewhere else, make it horizontal this time.. (Either in the same Area or not.) • Add an entrance, move it with shift+dragging, and place it at the top of the end. • Set the entrance to "Pipe Facing Right." • Check "Exit-Only." If it's in a different View, be sure to set the View it's in. • Note it's Entrance ID, and select the first warp pipe entrance you created. • Set the "Destination Area" to whatever area the second warp pipe is in (if you created it in another area) and set the Destination ID to the Entrance ID of the second warp pipe entrance. • Save, and test it. It should work. • \*Troubleshooting:\*\* If you appear at the start of the level or in another spot not intended, check the "Destination ID". If your camera appears somewhere without Mario, and then you die, check that the destination entrance has the View set correctly. **Connected Warp Pipe** For this, I'm gonna go ahead and make a pipe that goes up then a turn to the left. (Use Shift+dragging on a block to change length and height.) Use object 59 for a good looking turn. Set that up, and add the entrances. You don't have to set a Destination ID. • First, click the first path icon. • Add a path, and set it up so the first square (0) is down 2 squares, and right 1 square from the leftmost entrance. • Next, use Control+dragging to make two more squares, one at the top of the bottommost pipe, one to the bottom left of the entrance. • Set up the paths with this trick. Unknown 6: 0=Pipe facing down 1=Pipe facing right 2=Pipe facing up 3=Pipe facing left In my pipe, square 0 is //Unknown 6: 3// square 2 is //Unknown 6: 0// • Now select each entrance, check "Connected Pipe", and set the Connected Pipe ID to the Path ID of the paths you just set up (IE. 0) • For the entrance closest to the end of the path, set "Destination Area" to 1. • Save and Play. • \*Troubleshooting\*\* If you enter the pipe, and a transition appears, check "connected pipe" on both entrances. If you enter the pipe, then come back out immediately, doublecheck that the entrance closest to the end of the path has "Destination Area" set to 1, and that the "Connected Pipe ID" is correctly set. # List of Activator Sprites #### **1. General Event Controllers** - \[Class=020\] \[Sprite=101\] Event Controller - \[Class=087\] \[Sprite=155\] Special exit controller (warp entrance) - \[Class=137\] \[Sprite=164\] Event Controller AND - \[Class=138\] \[Sprite=165\] Event Controller OR - \[Class=139\] \[Sprite=166\] Event Controller Random - \[Class=140\] \[Sprite=167\] Event Controller Buffer - \[Class=141\] \[Sprite=168\] Event Controller Zone - \[Class=142\] \[Sprite=286\] Event Controller Sequencer - \[Class=255\] \[Sprite=169\] Spin Block (unused Actor 255) #### **2. Switches and Other Event Controllers** - \[Class=067\] \[Sprite=235\] Star Coin - \[Class=086\] \[Sprite=152\] Event trigger block - \[Class=151\] \[Sprite=034\] Red Coin Ring - \[Class=242\] \[Sprite=107\] ? Switch - \[Class=243\] \[Sprite=291\] Brick Block containing ? Switch - \[Class=244\] \[Sprite=066\] P Switch - \[Class=245\] \[Sprite=088\] Brick Block containing P Switch - \[Class=246\] \[Sprite=108\] ! Switch - \[Class=247\] \[Sprite=110\] Brick Block containing ! Switch (unused actor) - \[Class=265\] \[Sprite=041\] Bowser bridge switch (skull switch) #### **3. Triggerable Sprites** - \[Class=067\] \[Sprite=235\] Star Coin - \[Class=079\] \[Sprite=103\] Dorrie - \[Class=080\] \[Sprite=106\] Red Coin - \[Class=092\] \[Sprite=192\] Coin Spawner (unused actor) - \[Class=161\] \[Sprite=068\] Lift moving up and down - \[Class=162\] \[Sprite=069\] Lift moving left and right - \[Class=174\] \[Sprite=078\] Lift moving one way once stood on - \[Class=183\] \[Sprite=099\] Four platform rickshaw lift - \[Class=206\] \[Sprite=197\] Tile Creator/Destroyer (Tile God) - \[Class=242\] \[Sprite=107\] ? Switch - \[Class=243\] \[Sprite=291\] Brick Block containing ? Switch - \[Class=244\] \[Sprite=066\] P Switch - \[Class=245\] \[Sprite=088\] Brick Block containing P Switch - \[Class=246\] \[Sprite=108\] ! Switch - \[Class=247\] \[Sprite=110\] Brick Block containing ! Switch (unused actor) - \[Class=263\] \[Sprite=292\] Event Activated Door - \[Class=265\] \[Sprite=041\] Bowser bridge switch (skull switch) - \[Class=276\] \[Sprite=218\] Auto-scrolling controller - \[Class=278\] \[Sprite=231\] Water - \[Class=279\] \[Sprite=234\] Lava - \[Class=281\] \[Sprite=259\] Poisoned Water