# New Super Mario Bros. DS # 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
# 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. #### **6. Camera X & Y** The entrance's settings include two boxes named "Camera X" and "Camera Y", usually you can leave their values as 0, but sometimes you need to put values in there: [![Camera example 1.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-10/scaled-1680-/camera-example-1.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-10/camera-example-1.png) The zone and door entrance don't actually have any purpose in-game but to showcase the coordinates. The zone delimits what you can see on the NDS screen. If at least one of the Camera values is different from 0, then the tile at said coordinates will calibrate the camera and will serve as the top-left tile of said camera. You usually use them when sprites 198-199 and/or 276 are in the way, or eventually to calibrate the bottom of the camera to the bottom of the zone. The purpose of this is to show a nice transition when you change areas. With the example earlier if both values were at 0, this is where the camera would spawn by default: [![Camera example 2.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-10/scaled-1680-/camera-example-2.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-10/camera-example-2.png) The camera is 1 tile higher than the bottom of the zone, but the biggest offender here is the sprite 276, it is only acknowledged when the player have control of Mario thus only when Mario completely exits the pipe, the camera would recognize sprite 276 and then scroll to the left at high speeds, which results in an ugly transition and you can bet this is a rookie mistake to leave that kind of camera error unchecked. # 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 # List of player animations
**Name****Value****anmFile****anmName**
Idle0x00plmariowait
WalkSlow0x01plmariowalk
Walk0x02plmariorun
Dash0x03plb\_dash
DashFast0x04plb\_dash2
Jump0x05pljump
JumpFall0x06pljump2
JumpLand0x07pljumped
TripleJump\_unused0x08pl2jump1
TripleJumpFall0x09pl2jump2
TripleJumpLand0x0Apl2jumped; also used as DoubleJumpLand
TripleJump0x0Bplroll\_jump
Skid0x0Cplturn
SkidTurn0x0Dpltrned
GroundPoundRoll0x0Eplhipsr
GroundPoundFall0x0Fplhipat
GroundPoundLand0x10plhiped
Crouched0x11plstoop
ThrowFireball0x12plfire\_at
SlipBumpFall0x13plsdown
Sliding0x14plnovsslip
StandUp0x15plsliped
SlipFall0x16plnovsslipla
DiveLand0x17plnovssldctslpbk
DiveSlide0x18plnovslost
DiveStandUp0x19plnovsroll (static)
RollPose0x1Aplroll (loop)
Roll0x1Bplcarry\_start
CarryStart0x1Cplcarry\_wait
CarryIdle0x1Dplcarry\_walk
CarryWalk0x1Eplcarry\_throw
CarryThrow0x1Fplscale\_up
MegaGrow0x20plwimp
Walljump0x21plwsld
WallSlide0x22plswim\_in; possibly unused
SwimStart0x23plnovsswim\_wait
SwimIdle0x24plnovspaddle\_1
SwimIdle10x25plnovsswim
Swim\_legs0x26plnovspaddle\_2
SwimPaddle20x27plnovspaddle\_end
SwimPaddleEnd0x28plnovstree\_start
PoleGrab0x29plnovstree\_wait
PoleIdle0x2Aplnovstree\_wait
PoleClimb0x2Bplnovstree\_climb
PoleSlide0x2Cplnovstree\_pose
PushedFall0x2Dplshfdn
Push0x2Eplpush
SpinJump0x2Fplspin\_jump
SpinJumpLand0x30plspin\_jump\_end
CeilingRopeGrab0x31plnovsmonkey\_start
CeilingRopeRightHandGrab0x32plnovsmonkey\_wait\_r
CeilingRopeLeftHandGrab0x33plnovsmonkey\_wait\_l
CeilingRopeRightHandMove0x34plnovsmonkey\_r\_to\_l
CeilingRopeLeftHandMove0x35plnovsmonkey\_l\_to\_r
LavaDamageJump0x36plnovsfirejmp
CrouchStart0x37plsquat\_start
SwimCarry0x38plnovsswim\_carry
SwimPaddleCarry0x39plnovspaddle\_carry
SwimThrow0x3Aplnovsswim\_throw
BumpedNormal0x3Bplsfbdn
BumpedHard0x3Cplsffdn
CannonShoot0x3Dplshoot
Shocked0x3Eplnovse\_shock
ShockedFall0x3Fplnovse\_down: unused
TightropeWalk0x40plnovsrope\_walk
MegaWalk0x41pl2big\_walk
MegaJump0x42pl2big\_jump\_st
MegaJumpLand0x43pl2big\_jump\_ed
MegaGroundPoundRoll0x44pl2big\_hip\_st
MegaGroundPoundFall0x45pl2big\_hip\_at
MegaGroundPoundLand0x46pl2big\_hip\_ed
LedgeStand0x47plnovswall\_wait
LedgeStandMoveLeft0x48plnovswall\_walk\_l
LedgeStandMoveRight0x49plnovswall\_walk\_r
LedgeStandClimbDown0x4Aplnovshang\_start
LedgeGrabClimbUp0x4Bplnovshang\_up
LedgeGrabIdle0x4Cplnovshang\_wait
LedgeGrabMoveLeft0x4Dplnovshang\_walk\_l
LedgeGrabMoveRight0x4Eplnovshang\_walk\_r
VineRopeIdle0x4Fplnovsrope\_swing
SpinDrill0x50pl2spin\_jump2
JumpCombo20x51pl2jump\_b
JumpCombo30x52pl2jump\_c
JumpCombo4\_kick0x53pl2jump\_d
LongJump0x54pl2jump\_b\_1
LongJumpFall0x55pl2jump\_b\_2
DoubleJump0x56pl22jmp\_c\_1
DoubleJumpFall0x57pl22jmp\_c\_2
BackflipJump0x58pl22jmp\_d\_1; possibly unused
BackflipJumpFall0x59pl22jmp\_d\_2
UnknownStarJump0x5Apl22jmp\_e\_1
UnknownStarJumpFall0x5Bpl22jmp\_e\_2
JumpCombo5\_twirl0x5Cpl2jump\_e
PipeEntrance0x5Dpl2low\_walk
DeadFall0x5Epl2dead
DeadPose0x5Fpl2dead\_pose
GoalJump0x60plnovsgoal\_jump
GoalCap0x61plnovsgoal\_puton\_cap
DoorWalk0x62pl2door\_walk
BattleGoalJump0x63plnovsbt\_goal\_jmp
BattleGoalOut0x64plnovsbt\_goal\_out
MegaJumpFall0x65pl2big\_jmp\_2
TightropeIdle0x66plnovsrope\_wait
TightropeJumpLand0x67plnovsrope\_jump\_ed
MiniWalk0x68pl2zero\_g\_walk
MiniJump0x69pl2zero\_g\_jump
MiniJumpFall0x6Apl2zero\_g\_jump2
MiniJumpLand0x6Bpl2zero\_g\_jump\_ed
UnusedSpinJumpOff0x6Cpl2spin\_jump\_off; possibly unused
UnusedSpinJump0x6Dpl2spin\_jump\_st
Shell0x6Epl2shell\_in
StarRoll0x6Fpl2star\_roll
FenceMoveVertical0x70plnovsnet\_walk1
FenceIdle0x71plnovsnet\_wait
UnusedDamageFall0x72plnovse\_damage1
UnusedDamageLand0x73plnovse\_damage2
FenceSlam0x74plnovsnet\_attack
FenceMoveHorizontal0x75plnovsnet\_walk2
LedgeJump0x76plnovsw\_jump1
LedgeJumpFall0x77plnovsw\_jump2
LedgeJumpLand0x78plnovsw\_jump\_ed
LedgeGrab0x79plnovsjump\_hang
SwimWalk0x7Aplnovsswim\_walk
SwimStanding0x7Bplnovsswim\_standing
Buried0x7Cplnovsburied
BuriedStandUp0x7Dplnovsburied\_ed
BuriedFall0x7Eplnovsburied\_st
BuriedDamage0x7Fplnovsburied\_damage
MegaSitCrouch0x80pl2big\_hip\_squat
WaterDeadFall0x81plnovsswim\_dead
TightropeUnbalanced0x82plnovsrope\_wait2
MegaIdle0x83pl2big\_wait
BossCallPeach0x84plnovsfind
BossStarePeach0x85plnovsfind\_loop
BossReactPeach0x86plnovsfind\_surprise
BossWin0x87plnovsboss\_key\_get
MegaWin0x88plnovsbig\_goal
FinalBossEnd0x89plnovsm\_kiss
FinalBossPeach0x8Aplnovsm\_fall\_wait
FinalBossCap0x8Bplnovsm\_escort
FinalBossKiss0x8Cplnovsm\_shy
GoalJumpLand0x8Dplnovsgoal\_jump\_ed
BossIdle0x8Eplnovsbt\_wait
BossStartled0x8Fplnovsbt\_surprise
BeanStalkMove0x90plnovspea\_plant
BeanStalkGrab0x91plnovspea\_plant\_st
BeanStalkIdle0x92plnovspea\_plant\_wait
BowserJrWin0x93plnovsjr\_clear
# Background Scrolling Data Info Foregrounds and backgrounds scroll differently in many levels, sometimes they have a fast speed ratio and sometimes they can be completely static, this can be changed via hex editing your level. - **Background only** --> Change block 3 only. - **Foreground only** --> Change block 5 only. - **Both** --> Change both blocks 3 and 5. [![BG hexadecimal example.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-10/scaled-1680-/bg-hexadecimal-example.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-10/bg-hexadecimal-example.png) - Byte 11: Control BG horizontal scrolling. - Byte 13: Control BG vertical scrolling. And for each byte: - First Nybble: Control where the background starts when the player enters the views. - Second Nybble: Control speed. ##### **Data** - 0x0: Makes the BG completely static. Used in w2-3 (sewer level) for example. - 0x1: Scroll slower than level. Used in most levels. - 0x2: Scroll slower than level, maybe slower than 0x1? - 0x3: Slightly faster than 0x2. - 0x4: Scroll faster than level. - 0x5: Approximately 3 times speed scrolling. - 0x6: Extremely slow scroll, almost static to screen. - 0x7: A little faster than 0x6. - 0x8: Scroll slower than level, again? - 0x9: Scroll exactly the same as level. - 0x10: Scroll same as level. - 0x11: Vertical started image at top half of level and horizontal/vertical scrolling is about mid speed. - 0x30: Scroll same as level. - 0xFF: Makes the BG scroll *extremely* fast. #### **Disabling vertical scrolling** - **Background only** --> Change both bytes 13 and 16 of block 3 only. - **Foreground only** --> Change both bytes 13 and 16 of block 5 only. - **Both** --> Change both bytes 13 and 16 of both blocks 3 and 5. - Byte 13: enters 40. - Byte 16: enters 10. #### **Automatic horizontal scrolling**
Works for both foregrounds and backgrounds. It only works for backgrounds that already have a horizontal animation, this can be achieved by putting a value of 10 for byte 16 and it will animate the whole background instead of partially animating it. (Note : if byte 13 value is somewhere between 40 and 4F, this effect will be overridden and instead the vertical scrolling will be disabled).
# Modding Tutorials Tutorials on how to mod NSMB DS # Mario vs Luigi This page documents how to play MvsL hacks and objects that work in MvsL.

Modding MvsL is significantly more difficult than modding Singleplayer levels. If you're just getting started with modding the game, you might want to start [here](https://bookstack.nsmbcentral.net/books/new-super-mario-bros-ds/page/modding-101-creating-a-bare-bones-level)

## FaQ > ##### *How do I play Mario vs Luigi hacks?* - The easiest way to play an MvsL hack on real hardware is by using “Multi-cart” - This requires that you own **two** flashcards (such as an R4 Card). - To set this method up, simply put **the same ROM** on both flashcards. Then, in the game, choose the option to “Compete with another New Super Mario Bros. Owner” and play MvsL as you normally would. - If you do not have access to two flashcards, then you have two, more difficult, options remaining - Your first option is to try and use a hacked NDS firmware that bypasses Download Play's signature check 1. Download firmware.nds and put it on your flashcard. 2. Open this ROM on the DS you will launch Download Play from. 3. Now, eject the flashcard from the DS you just ran the ROM on. (This will not cause your DS to freeze) 4. Finally, put the flashcard back in the other DS. 5. Once you have done this, you can run the ROM of the MvsL hack and select “Play with someone who doesn't own New Super Mario Bros” - If the firmware ROM does not work on your flashcard, try this one instead. - Your final option is to use normal DS Download Play with “DLP Mode” in NSMBe 5 1. Open a **clean (unedited) ROM** 2. Open it in NSMBe 3. After you open the ROM, go to Tools and check “Enable DLP-friendly mode” 4. Now, you can make whatever changes you want to the ROM 5. When you're done, you can play with another DS through DS Download Play like you normally would using the “Play with someone who doesn't own New Super Mario Bros” option - If the game hangs at the Nintendo logo, you might have missed a step. Double check you did everything and try again with another **clean** ROM - If the DS freezes with a black screen after you select a level it can mean one of two things: - Your flashcard is not compatible with this method - There's something wrong with the level that is making the game freeze > ##### *My level crashes, what do I do now?* - If you are not using any Code Hacks, then here are some things to consider 1. Have you changed any object banks? This causes MvsL to crash so you need to change the object banks back to whatever the level had originally. 2. Double-check that you are not using an object that has been confirmed to crash MvsL. There is a table later on this page that shows what objects are compatible with MvsL. 3. Have you changed the number of Battle Stars that are in the level? Changing the number of Battle Stars in a level can cause MvsL to crash, and you will need to restore the original amount of Battle Stars the level had. > ##### *My level crashes, but I'm using Code Hacks!* - Even with Code Hacks, not all objects work in MvsL. Take a look at the table at the end of the page to see if all of the objects you're using are compatible with MvsL. > ##### *My level makes us de-sync, what's going on?* - Because of the nature of how multiplayer works in this game, the Random Number Generator seed is only synchronized once when the connection is established and only the input is synchronized during gameplay so it is required that each console knows what the other console is doing. If something is coded in a way that won't account for the other console, the multiplayer state of the game will be compromised. For example, if it happens that an enemy does not properly handle multiple players it might just check the variables of the player of its own console, causing it to read a different value on each console. This causes the enemy to act differently on each DS, thus causing a de-sync. Implementation example: ```c++ // Enemy reads only the position of its own console player playerPositionX = Game::getPlayer(Game::localPlayerID)->position.x; // Now the position that was read is different between both consoles // for this enemy and he will behave differently for each console! // This is very bad! // A solution would be to get the position of the closest player playerPositionX = enemy->getClosestPlayer(nullptr, nullptr)->position.x; // This way, it gets the closest player instead of its console player ``` ## Object Compatibility (Vanilla) - These objects will work in MvsL regardless of if you are using code hacks - Most of the objects in this list are objects that are already used in MvsL
Object IDActor Name
23Pipe Piranha Plant (Facing up)
24Pipe Piranha Plant (Facing down)
25Pipe Piranha Plant (Facing right)
26Pipe Piranha Plant (Facing left)
27Bill Blaster (Bullet Bill launcher)
28Bob-omb
71Stonewall moving up & down
72Stonewall moving left & right
95Spin Block
148Goomba
149Koopa Troopa
210MvsL Big Star
## Object Compatibility with Code Hacks - This spreadsheet is based on the MvsL Hacking Starter Pack - There are 4 kinds of compatibility - **Works**: This object completely works in MvsL - **Partial**: Some parts of this object do not work in MvsL. The notes column will mention what doesn't work - **N/A**: The object does not load but it also does not crash the game - **Crash:** The object crashes the game when loaded. See the notes for possible workarounds.
Object IDObject NameCompatibilityNotes
0Crash Object (Player Actor)CrashNeeds the clone code hack
1Crash Object (Player Actor)CrashNeeds the clone code hack
2Crash Object (Player Actor)CrashNeeds the clone code hack
3Crash Object (Player Actor)CrashNeeds the clone code hack
4Crash Object (Player Actor)CrashNeeds the clone code hack
5Crash Object (Player Actor)CrashNeeds the clone code hack
6Crash Object (Player Actor)CrashNeeds the clone code hack
7Crash Object (Player Actor)CrashNeeds the clone code hack
8Crash Object (Player Actor)CrashNeeds the clone code hack
9Crash Object (Player Actor)CrashNeeds the clone code hack
10NothingN/ATechnically works due to it being nothing
11NothingN/ATechnically works due to it being nothing
12NothingN/ATechnically works due to it being nothing
13NothingN/ATechnically works due to it being nothing
14NothingN/ATechnically works due to it being nothing
15NothingN/ATechnically works due to it being nothing
16NothingN/ATechnically works due to it being nothing
17NothingN/ATechnically works due to it being nothing
18NothingN/ATechnically works due to it being nothing
19NothingN/ATechnically works due to it being nothing
20Defunct Actor 22N/AIf using the Actor Spawner code hack it works
21Mega GoombaWorksIf using Boss Particle code hack
22Hammer Brother from mapN/AMvsL is missing a world map so...
23Pipe Piranha Plant (facing up)Works
24Pipe Piranha Plant (facing down)Works
25Pipe Piranha Plant (facing right)Works
26Pipe Piranha Plant (facing left)Works
27Bill Blaster (Bullet Bill launcher)Works
28Bob-ombWorks
29Princess PeachWorks
30Monty TankWorksIf using Boss Particle code hack
31Cheep CheepWorks
32Goal Pole's FlagWorks
33Trampoline (portable springboard)Crash
34Red RingCrash
35Final Bowser ControllerCrash
36ThwompWorks
37SpinyWorks
38BooWorks
39Castle boss controllerPartialSome of the options crash the game, you can use a switch instead.
40Lakitu (unused object)Works
41Bowser bridge switchWorksLoads, but graphics are not loaded correctly
42Chain Chomp/LogWorks
43Chain Chomp (unused object)Works
44Fire Snake (unused Actor 46)Works
45Respawnable Hidden BlockWorks
46Event controller - activates Spiked Ball when touched by Snake BlockWorks
47LakithunderWorks
48Aquatic bubble current (up)Works
49Aquatic bubble current (down)Works
50Aquatic bubble current (right)Works
51Aquatic bubble current (left)Works
52Buzzy BeetleWorks
53Dry BonesWorks
54Lava Bubble (Podoboo)Works
55Bullet Bill SpawnerWorks
56Fire BarWorks
57CoinWorks
58BowserWorks
59Hammer BrotherWorks
60NothingN/ATechnically works due to it being nothing
61NothingN/ATechnically works due to it being nothing
62Big Bowser (unused object)Works
63Dry BowserWorks
64WhompWorks
65CheepskipperWorks
66P SwitchWorksGraphics are not loaded correctly
67Sushi (shark)Works
68Lift moving up and downWorks
69Lift moving left and rightWorks
70Rotating log lift (unused actor)Works
71Stonewall moving up and downWorks
72Stonewall moving left and rightWorks
73Wobbly metal liftWorks
74Wobble RockWorks
75Seesaw liftWorks
76Scale liftWorks
77Flimsy Lift (falls once touched)Works
78Lift moving one way once stood onWorks
79Three-platform rickshaw lift (rotates in place by self)Works
80Lift spawnerWorks
81NothingN/ATechnically works due to it being nothing
82Rotating rectangle liftWorks
83Self-activating blockWorks
84ZoomWorks
85Flip fence (duplicate object)Works
86Rotating triangle liftWorks
87NothingN/ATechnically works due to it being nothing
88Brick Block containing P SwitchWorksP-Switch graphics are not loaded correctly
89SnailicornWorks
90WigglerWorks
91Track-controlled liftWorks
92Unagi (eel)Works
93Arrow signboardWorks
94SwooperWorks
95Spin BlockWorks
96SeaweedWorks
97NothingN/ATechnically works due to it being nothing
98Camera vertical scrollingN/A
99Four-platform rickshaw liftWorks
100Vertical camera offset (unused actor)N/A
101Event controller - view enterWorks
102Spiked BallWorks
103DorrieWorks
104Tweester (Tornado)Works
105WhirlpoolWorks
106Red CoinCrashes
107? SwitchWorksGraphics are not loaded correctly
108! SwitchWorksGraphics are not loaded correctly
109AmpWorks
110Brick Block containing !-SwitchWorks!-Switch graphics are not loaded correctly
111Floating logWorks
112NothingN/ATechnically works due to it being nothing
113Cheep ChompWorks
114Burner (Small)Works
115Large Spiked BallWorks
116Skeeter (Water Bug)WorksCauses a desync however
117Map Flying ? BlockN/A
118BurnerWorks
119Swinging lift (pendulum-like)Works
120Grounded Piranha PlantWorks
121NothingN/ATechnically works due to it being nothing
122Big Grounded Piranha PlantWorks
123Grounded Fire Piranha PlantWorks
124Large grounded Fire Piranha PlantWorks
125Defunct Actor 229N/A
126Drawbridge liftWorks
127Big four-platform rickshaw liftWorks
128Warp CannonWorks
129Boss Key LocationWorks
130Jumping Cheep CheepWorks
131Checkpoint - verticalWorksDoes the animation but doesn't set anything
132CheckpointWorksDoes the animation but doesn't set anything
133NothingN/ATechnically works due to it being nothing
134NothingN/ATechnically works due to it being nothing
135NothingN/ATechnically works due to it being nothing
136PokeyWorks
137NothingN/ATechnically works due to it being nothing
138NothingN/ATechnically works due to it being nothing
139NothingN/ATechnically works due to it being nothing
140Boss KeyWorks
141Swelling groundWorks
142TightropeWorks
143Spiked ? Block (unused actor 251)Crashes
144Spiked ? BlockCrashes
145Spiked ? Block (unused actor 253)Crashes
146Ground-pound panelWorks
147Bump from below platformWorks
148GoombaWorks
149Koopa TroopaWorks
150Koopa ParatroopaWorks
151NothingN/ATechnically works due to it being nothing
152Event trigger blockCrash
153NothingN/ATechnically works due to it being nothing
154NothingN/ATechnically works due to it being nothing
155Special exit controller (warp entrance)CrashSometimes just corrupts graphics and does nothing
156NothingN/ATechnically works due to it being nothing
157Fire BrotherPartialCauses a desync
158Boomerang BrotherPartialCauses a desync
159NothingN/ATechnically works due to it being nothing
160NothingN/ATechnically works due to it being nothing
161NothingN/ATechnically works due to it being nothing
162Mushroom Platform liftWorks
163NothingN/ATechnically works due to it being nothing
164Event controller - "AND"Works
165Event controller - "OR" (If X OR Y, do Z)Works
166Event controller - "RANDOM"Works
167Event controller - chainer (If X, do Y)Works
168Event controller - "IF" (uses zones)Works
169Spin Block (unused Actor 255)N/ADoesn't spawn
170NothingN/ATechnically works due to it being nothing
171Spin Block (unused Actor 256)N/ADoesn't Spawn
172NothingN/ATechnically works due to it being nothing
173Swinging/able ropeWorks
174Mushroom Platform liftWorks
175Bouncy bricks (Unused)Works
176NothingN/ATechnically works due to it being nothing
177NothingN/ATechnically works due to it being nothing
178NothingN/ATechnically works due to it being nothing
179NothingN/ATechnically works due to it being nothing
180Climbing KoopaWorks
181NothingN/ATechnically works due to it being nothing
182NothingN/ATechnically works due to it being nothing
183Lakitu spawnerWorks
184NothingN/ATechnically works due to it being nothing
185Cheep Cheep random spawnerWorks
186ParagoombaWorks
187Balance liftWorks
188NothingN/ATechnically works due to it being nothing
189Pipe CannonWorksDesynchronizes the game
190NothingN/ATechnically works due to it being nothing
191Hanging Bouncing ? BlockWorks
192Coin Spawner (unused actor)Crash
193Big Dry BonesWorks
194Big ThwompWorks
1950 Stick to bottom length activator leftWorks
1960 Stick to bottom length activator rightWorks
197Tile Creator/Destroyer (Tile God)Crash
198In air vertical scroll stop leftN/A
199In air vertical scroll stop rightN/A
200NothingN/ATechnically works due to it being nothing
201NothingN/ATechnically works due to it being nothing
202NothingN/ATechnically works due to it being nothing
203Unused Purple Mushroom Platform LiftWorks
204Fire SnakeWorks
205Flame Chomp SpawnerWorks
206Ghost house gooWorks
207Big Cheep CheepWorks
208NothingN/ATechnically works due to it being nothing
209Sledge BrotherWorksCauses a desync however
210MvsL Battle StarWorksWho would've thought
211BlooperWorks
212Blooper Nanny (unused actor 144)Works
213Blooper Nanny that w/ Baby BloopersWorks
214NothingN/ATechnically works due to it being nothing
215NothingN/ATechnically works due to it being nothing
216NothingN/ATechnically works due to it being nothing
217NothingN/ATechnically works due to it being nothing
218Auto-scrolling controllerWorksIf the players spawn in the same position after respawning it stops working
219Spike TopWorks
220Bowser Jr.Works
221NothingN/ATechnically works due to it being nothing
222Mini GoombaWorks
223Flip fenceWorks
224Big flip fenceWorks
225NothingN/ATechnically works due to it being nothing
226ScuttlebugN/A
227MoneybagWorks
228Roulette BlockCrash
229Petey PiranhaWorks
230NothingN/ATechnically works due to it being nothing
231WaterWorks
232Hanging ? BlockWorks
233Swinging/able poleWorks
234LavaPartialCauses a desync, line the top with lava tiles
235Star CoinCrash
236Rotating square liftWorks
237BroozerWorks
238Purple Mushroom Platform liftWorks
239Yellow/Orange Mushroom PlatformWorks
240NothingN/ATechnically works due to it being nothing
241Bill Blaster TurretWorks
242Blue Mushroom PlatformWorks
243Roof SpinyWorks
244Bouncy Mushroom PlatformWorks
245Corked Pipe + foot pumpCrashes
246Floating barrelWorks
247Sushi spawner (shark spawner)Works
248Balloon BooWorks
249Track-controlled wall-jump liftWorks
250CrowberWorks
251Big UnagiCrash
252Banzai Bill BlasterWorks
253NothingN/ATechnically works due to it being nothing
254Kab-ombWorks
255Jungle FG Effect (Unused Actor)Works
256Rotating carry-through-wall turntable-like liftWorks
257Coin trail Cheep CheepWorks
258Spike Bass (unused object)Works
259Poisoned WaterPartialCauses desync
260Fast Spike Pillar - DownWorks
261Fast Spike Pillar - UpWorks
262Fast Spike Pillar - LeftWorks
263Fast Spike Pillar - RightWorks
264Mega Ground Pound's sky drops +Crash
265Phantom Hand (Pointing hand)Works
266Invisible Lava Bubble (unused actor)Works
267NothingN/ATechnically works due to it being nothing
268Underwater bounce bubbleWorks
269Giant WigglerWorks
270Smashed pipe objectWorks
271Crowber spawnerWorks
272Snowy branchWorks
273Snow SpikeWorks
274Sinking-snow pileWorks
275BlockhopperPartialDesyncs
276Scroll and Mario stop sidewaysWorks
277Arrow signWorks
278Groundpound-able ghost house gooWorks
279Flipper (one-way gate)Works
280Horizontal camera offsetN/ANot sure how this object works
281SquigglerWorks
282Swinging/able vineWorks
283Spike Bass spawnerWorks
284Splunkin (pumpkin)Works
285Scuttlebug spawnerN/A
286Event controller - multi-chainerWorks
287Enemy-in-Pipe GeneratorWorks
288NothingN/ATechnically works due to it being nothing
289Platform Block (expandable block)WorksDoesn't respawn if it turns into bricks and you collect a battle star.
290Flying ? BlockCrashBlack screen
291Brick Block containing ? SwitchWorks? Switch graphics are not loaded correctly
292Event Activated DoorWorks
293Touching ground vertical scroll stop leftWorks
294Touching ground vertical scroll stop rightWorks
295MummipokeyWorksUse a P-Switch
296Lift moving left and rightWorks
297Stonewall moving left and rightWorks
298Stonewall moving u, d, l, rWorks
299Snake BlockWorks
300Haunted liftWorks
301ToadsworthWorksOnly freezes Mario for a few seconds, and Luigi can roam freely. Background chooser will break because of BMG differences.
302Toad House blockDoesn't workGarble graphics.
303Ball 'n' ChainWorks
304Spike Pillar - downWorks
305Final Castle Create LoopN/AI have no idea how this works.
306Final Castle Wrong PathN/AI have no idea how this works.
307Spike Pillar - upWorks
308Spike Pillar - leftWorks
309Spike Pillar - rightWorks
310Fog FG effectPartialGraphics are not loaded correctly
311Snow FG effect 1Works
312Rise or lower while/once on Mushroom Platform lift - mechanicalWorks
313Snow FG effect 2Works
314Snow FG effect 3Works
315Cloud FG effectPartialGraphics are not loaded correctly
316Water FG effect 1Works
317Water FG effect 2Works
318Fire FG effect 1Works
319Fire FG effect 2Works
320Fire FG effect 3Works
321Light FG Effect 1N/A
322Light FG Effect 2Works
323Squishy cloud platformWorksBoth players can interact with it at the same time
324Grassland Clouds FG effectPartialGraphics are not loaded correctly
325Small Grassland Clouds FG effectPartialGraphics are not loaded correctly
# Modding 101 - Creating a Bare-Bones Level Welcome to the world of New Super Mario Bros. DS modding. Making your first level is the first step every modder takes when starting from scratch.

In this tutorial, you'll learn how to:

- Install the necessary tools to start modding - Open your ROM in the editor - Open a level from your ROM - Create a bare-bones level to build from #### Section 1: Getting Ready To edit the game, you'll need a copy of your New Super Mario Bros. DS ROM and the New Super Mario Bros. Editor (NSMBe).

We are not allowed to give a download to the ROM. If you have a 3DS, [here is a guide](https://3ds.hacks.guide/dumping-titles-and-game-cartridges.html) that lets you dump your game cartridge ROM using a modded 3DS.

For the best compatibility for more complex tasks, you will need a US region ROM.

Head over to [GitHub](https://github.com/MammaMiaTeam/NSMB-Editor/releases) to download the latest version of NSMBe from the Mamamia Team. When you click the link, you will be taken to a page that looks like this: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/image.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/image.png) Just click on **NSMBeX.X.X.zip** to download the editor. (The X's will match with whatever version the editor is on. As of writing this version is 5.4.1, as seen in the screenshot) Now, in your downloads folder, you need to extract the zip file. On Windows, this is done by right-clicking the **.zip** and clicking **Extract All...** Just click extract on the window that appears. You should now have a folder in your Downloads folder named **NSMBeX.X.X**. The final folder will look something like this: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/MqDimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/MqDimage.png)

You have now installed the necessary tools to begin modding

#### Section 2: Opening Your ROM Now that you have the editor extracted, let's open up your ROM! Inside of the **NSMBeX.X.X** folder, open the app named **NSMBe5.exe**. You should see a window that looks something like this: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/RBmimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/RBmimage.png) Now, click on **Open ROM...** and open your dumped ROM of New Super Mario Bros. DS

The ROM will have an extension of **.nds**

You should now see this: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/lrUimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/lrUimage.png)

You have now opened your ROM in the editor

#### Section 3: Opening a Level Now for the fun part, editing a level! To start, we will open 1-1, Area 1. To do this, open the **World 1** drop down, open the **1-1** dropdown, and finally double click on **Area 1**.

Each level in the game has a various number of **Areas**. Nintendo used these as a way to keep each sub-area separated. For example, **Area 1** of 1-1 is where you start the level, and **Area 2** is the bonus room found in **Area 1**.

[![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/YpKimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/YpKimage.png) You will now be presented with the level view: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/Vlbimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/Vlbimage.png)

If the level view appears too small, you may need to modify the config file. To do this: open the file named "NSMBe5.exe.config" using Notepad, delete the lines: **<System.Windows.Forms.ApplicationConfigurationSection> <add key="DpiAwareness" value="PerMonitorV2"/></System.Windows.Forms.ApplicationConfigurationSection>** After deleting the lines, save the file, restart the editor, and open **Area 1** again.

You have now opened a level from your ROM

#### Section 4: Creating a Bare-Bones Level It is best practice to start from a blank level, so let's clear out the existing level by pressing **Ctrl+A** to select everything in the level, followed by clicking the [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/dktimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/dktimage.png)at the top of the editor window. Your blank level will look like this: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/mVEimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/mVEimage.png) > ##### Now that we have a blank level, what do we need to add back? All levels in NSMB DS must at *minimum* have a **Start Entrance** and at least one main **View**. With that being said, let's add them back! To begin, we will add the main view. To do this, click on [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/9sYimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/9sYimage.png) in the sub-menu bar. This will show a list of all the views in the level (or it would if we didn't just delete everything in the level). To create a view, all we need to do is click on **Add**. Your level will now have a transparent box: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/YQiimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/YQiimage.png) You'll notice a bunch of settings here. For now, the only thing you need to worry about is checking **Scroll vertically**. This allows the in-game camera to follow Mario up and down inside of your level.

The **View** defines the bounds of your level. The camera is not allowed to go outside of the current view. Mario can go above the view, however the camera will not follow him. The sides of a view will stop Mario. Mario will die if he falls below the bottom of the view.

Click and drag the small box that says **View 0** and move the **View** to the top left of the level. While we're moving the view, go ahead and grab the bottom right box and extend the view to be one square big. You're level should look like this now: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/IG1image.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/IG1image.png) Now, let's create the **Start Entrance**. Click on the [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/Mehimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/Mehimage.png) button in the sub-menu. Similarly to the views button, this will give a list of every **Entrance** that is in this level. Go ahead and click on **Add** to create a new **Entrance**. [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/TZeimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/TZeimage.png) Once again, there are a few settings on the entrance that you can play with but for now let's just move the entrance inside of our **View**. [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/TU5image.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/TU5image.png) There we go! We have what's at *minimum* required. However...if we were to play this level now, Mario would just fall down and die. Let's add a floor and the **Goal Pole's Flag** to this level! To get to the **Tile** picker, click on the [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/Q9wimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/Q9wimage.png) button (and also click on **Tileset 1** if it is not already selected). Your side bar should now be filled with **Tiles**! [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/pxeimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/pxeimage.png) Go ahead and pick the tile I have selected (highlighted in red in the screenshot), then right-click to place the tile in our view. After this, you can grab the corner of the tile and stretch it out across the view. [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/ceoimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/ceoimage.png) Not bad! Now, let's make a **Goal Pole** for Mario to clear the level with. First off, click on the [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/Ob6image.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/Ob6image.png) button in the sub menu to bring up the **Actor List**. [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/O9rimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/O9rimage.png) This is every **Actor** in the game. You'll become familiar with more **Actors** as you begin making levels. For now, enter "Goal Pole's Flag" into the search box. This will now filter out all other **Actors**. [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/6Ubimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/6Ubimage.png) Click on the **Actor** in the list, then right click in the level like you did for the tile. This will add the **Goal Pole's Flag** into the level. [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/hnXimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/hnXimage.png) On the left, you'll notice that some options for the **Goal Pole's Flag** has appeared. All **Actors** will have an options menu appear for them when they are highlighted in the level. All that's left to do now is finish tiling the **Goal Pole**.

Test your knowledge! The **Goal Pole** tiles are located in **Tileset 0**, try and build the flag like the next screenshot! Here's a tip, the **Goal Pole** is 9 tiles high and two tiles wide.

[![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/K3Oimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/K3Oimage.png)With the flag created, we now need to build the castle. To begin, head over to **Tileset 2** and click on the castle. Now, right click to place the castle and drag it to create the castle. Your level will look like this now: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/mciimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/mciimage.png) We're almost done. The castle in this game is composed of three tiles: the castle we just created, the wall that will stop Mario, and the roof that allows the small flag to show up after you cleared the level. Select the wall from the tile picker: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/CPPimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/CPPimage.png)Drag this wall over the castle you created. [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/vSgimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/vSgimage.png)Lastly, drag the roof tile over the castle like you just did for the wall [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/1fWimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/1fWimage.png)

You have now created a bare-bones level

You can now save your level using the save icon or by pressing **Ctrl+S**. # Tools The tools used to mod NSMB DS with a general overview of how to use them # NSMBe NSMBe is a modding tool for New Super Mario Bros. (DS) It is a level editor and a texture editor. # NCPatcher NCPatcher is a program that modifies the executable binaries of a Nintendo DS ROM. It was created because of the need to have more flexible patching features that other patchers did not have. # Fire Flower

Fire Flower has been replaced by [NCPatcher](https://bookstack.nsmbcentral.net/books/new-super-mario-bros-ds/page/ncpatcher "NCPatcher")

Fire Flower is a patcher for Nintendo DS games. It works different to any other patchers and aims towards performance, user-friendliness and practicability. # Code Modification Going beyond the basics and modifying the game's code. # Using GDB with Ghidra and melonDS #### What you'll need: - The latest version of [Ghidra](https://github.com/NationalSecurityAgency/ghidra/releases/tag/Ghidra_11.0.3_build) - A build of melonDS that has the GDB enabled -

The easiest way to get this is to grab a GitHub action build of melonDS. You can find that [here](https://github.com/melonDS-emu/melonDS/actions). (Note: you'll need to be signed into a GitHub account to download these builds)

- The [GNU ARM Embedded Toolchain](https://developer.arm.com/downloads/-/gnu-rm) installed on your system - A Ghidra database of NSMB DS -

Eventually, NSMB Central will host a shared Ghidra project so we have one centralized project anyone can contribute to. For now, you can generate a Ghidra project using [this tool](https://github.com/Ed-1T/NDS-Decompilation-Project-Maker/releases/tag/v1.2 "The GitHub page for the NDS Decompilation Project Maker"). If you need help, please ask in our Discord!

#### Configuring melonDS To enable the GDB, you need to do the following: 1. Click on the **Config** menu at the top of the emulator, then click on **Emu Settings** 2. Click on the **Devtools** tab 3. Check Enable **GDB stub** 4.

If you do not see the Devtools tab, then you have not built melonDS with GDB enabled. Please check the link at the start of the guide to find a download with GDB enabled or build it yourself enabling GDB in CMake

melonDS is ready to go!

#### Setting up Ghidra To begin, open your Ghidra project in the code viewer as you normally would. 1. Click on File -> Configure, which should open a list of tools 2. Check the "Debugger" box [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/scaled-1680-/image.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/image.png) This should cause windows to appear in your current project, likely making the following steps redundant. If you are unable to find a window, the following steps will either open the window, or present it to you in the project. #### Creating a Debugger Target

This method has been tested on Linux and macOS. You should be able to follow these steps using WSL on Windows. Follow [this guide](https://learn.microsoft.com/en-us/windows/wsl/install "Microsoft Tutorial for WSL") if you need help setting up WSL.

To begin, open the Debugger Targets window by navigating to Windows -> Debugger -> Debugger Targets. The window should look something like this: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/scaled-1680-/gjbimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/gjbimage.png)As you'll notice, there is an active connection in the screenshot but nothing on your end...let's fix that! Click on the [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/scaled-1680-/ci5image.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/ci5image.png) button to open the **connect** window. ##### If you are on Linux: - Choose **gdb** in the dropdown - Set **arm-none-eabi-gdb -ex "set arch armv5t"** as the **GDB Launch Command** -

If you have not added arm-none-eabi-gdb to your PATH, you'll need to provide the absolute path

- Click [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/scaled-1680-/Z1Gimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/Z1Gimage.png) ##### If you are on macOS - Choose **gdb via SSH** in the dropdown - Set **arm-none-eabi-gdb -ex "set arch armv5t"** as the **GDB Launch Command** -

If you have not added arm-none-eabi-gdb to your PATH, you'll need to provide the absolute path

- Set **SSH hostname** to **localhost** - Set **SSH username** to your username -

You can use the command **whoami** in the terminal to get your username if you don't know it

- Click [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/scaled-1680-/Z1Gimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/Z1Gimage.png) ##### If you are on Windows -

This still needs to be tested on Windows. This guide will be updated when steps have been made

You have now created a Debugger Target

#### Connecting to melonDS The **gdb interpreter** should have opened for you when you connected to the **debugging target.** -

If you have lost the interpreter window, open the objects window (Window -> Debugger -> Objects) and click on [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/scaled-1680-/WSwimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/WSwimage.png) to bring the menu back

- In melonDS, open your ROM. (You can either boot directly to the game or launch the firmware) Now, in the interpreter menu, run the command **target remote localhost:\[ARM9 Port\]** (Where \[ARM9 Port\] is the ARM9 Port set in the Devtools tab.) -

By default, it should be 3333. The command would be **target remote localhost:3333**

If melonDS pauses after running this command, GDB is now talking to melonDS -

If the connection immediately closes after running the command: change the ARM9 port to something else, restart melonDS, and close the current GDB connection.

You have now connected Ghidra to melonDS

#### Using Breakpoints If you would like to set breakpoints, you'll need to use the **Dynamic PC** 1. Open the **Dynamic PC** window by clicking **Window -> Listing -> Dynamic - Auto PC,** \[...\] 1.

If you do not see this option, you can alternatively open it via **Window -> Debugger -> New Dynamic Listing**

2. Next, open the **Modules** window by clicking **Window -> Debugger -> Modules** 3. Lastly, click on [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/scaled-1680-/BeZimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/BeZimage.png) in the **Modules** window. Now, setting a breakpoint in your code view should set a breakpoint in the **Dynamic PC** -

Breakpoints will only update if the emulator has hit a breakpoint or has been paused by pressing [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/scaled-1680-/ED1image.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-04/ED1image.png)

You have now set up Ghidra to debug melonDS. Happy coding!

# Setting Up Code Modifications So, you're ready to dive into the code of the game? Let's get started!

In this tutorial, you will learn how to:

- Set up the NSMB DS Code Template - Set up ARM GCC - Set up NCPatcher - Extract/Build your ROM

This guide will cover the "NCPatcher Standalone" method described in the code template as the steps are more synchronized between all operating systems.

#### Setting Up the Code Template 1. Head over to the [code template's GitHub](https://github.com/MammaMiaTeam/NSMB-Code-Template "Code Template GitHub") 2. Click on **Code** **-> Download ZIP** 3. Now extract this zip and rename the folder to what you want to call your project (this will be referred to as your **project root**) 4.

Don't put any spaces in your folder name!

You have now set up the code template

##### Setting up ARM GCC 1. Head to the [Arm GNU Toolchain Download Page](https://developer.arm.com/downloads/-/arm-gnu-toolchain-downloads "Arm GNU Toolchain Download Page") 2. Now search (using CTRL/CMD + F) for **AArch32 bare-metal target (arm-none-eabi)** and download the correct installer for your operating system. 3. Open the installer and install the toolchain. 4.

Pick a location without spaces to install the toolchain!

You have now set up ARM GCC

#### Setting Up NCPatcher 1. Head over to the [NCPatcher GitHub releases page](https://github.com/TheGameratorT/NCPatcher/releases/ "NCPatcher Releases") 2. Download the latest release for your operating system 3. Extract NCPatcher Now, NCPatcher depends on **ncpatcher.json**, so lets make it!

If you'd like to learn more about this file, head over to the [NCPatcher GitHub](https://github.com/TheGameratorT/NCPatcher "NCPatcher GitHub")!

In your **project root**, create the following files: - **ncpatcher.json** - Copy/Paste the following JSON into the file >
{
"$arm_flags": "-masm-syntax-unified -mno-unaligned-access -mfloat-abi=soft -mabi=aapcs",
"$c_flags": "-Os -fomit-frame-pointer -ffast-math -fno-builtin -nostdlib -nodefaultlibs -nostartfiles -DSDK_GCC -DSDK_FINALROM",
"$cpp_flags": "-fno-rtti -fno-exceptions -std=c++20",
"$asm_flags": "-Os -x assembler-with-cpp -fomit-frame-pointer",
"$ld_flags": "-lgcc -lc -lstdc++ --use-blx",
>
"backup": "backup",
"filesystem": "nsmb",
"toolchain": "arm-none-eabi-",
>
"arm7": {},
"arm9": {
"target": "arm9.json",
"build": "build"
},
>
"pre-build": [],
"post-build": [],
>
"thread-count": 0
}

You have now set up NCPatcher

#### Extracting, Building, and Repackaging Your ROM ##### If you're on Windows 1. Download [fireflower.zip](https://github.com/MammaMiaTeam/Fireflower/releases/ "Fireflower Release Page") and extract it. 2. Move **nds-build.exe** and **nds-extract.exe** out from the folder ##### If you're on macOS/Linux 1. Download [nds-extract.zip](https://server.ndymario.com/index.php/s/5ZgnBTSb36PAoj9 "NDS Extract (Unix)") 2. Download [nds-build.zip](https://server.ndymario.com/index.php/s/pW7Psxp3bMbfCbg "NDS Build (Unix)") - If these links are down, you can also find these files [in our Discord](https://discord.com/channels/399424476259024897/770726274690973736/1229837410976665600 "Discord Message Link") 3. Extract both ZIPs Now, you need to build the tools. For NDS Extract: 1. Open a new **Terminal** window in the folder of the code 2. Run this command: **g++ nds-extract.cpp -o nds-extract -std=c++20** For NDS Build: 1. Open a new **Terminal** window in the folder of the code 2. Run this command: **g++ nds-build.cpp -o nds-build -std=c++20**

From here on, the instructions will work for all operating systems. If you are on Windows 10, you can use **Command Prompt** instead of **Terminal**

##### Extracting Your ROM 1. Open a **Terminal** window in your **project root** 2. Run this command: **/path/to/nds-extract rom.nds nsmb**

Replace /path/to/ with the actual file path to nds-extract. Also replace "rom" with the actual name of your .nds file

This will extract the contents of your ROM into a folder named nsmb

You have extracted your ROM

##### Building Your ROM This step will compile and patch your ROM with any code files found in the **source** directory in your **project root**. The Code Template comes with a few examples included in the **source** directory. 1. Open a **Terminal** window in your **project root** 2. Run this command: **/path/to/ncpatcher**

Replace /path/to/ with the actual file path to ncpatcher

You have built your ROM

##### Repackaging Your ROM nds-extract depends on **buildrules.txt**, so let's create it! - **buildrules.txt** - Copy/Paste the following text into the file: > rom\_header NSNDY/header.bin > arm9\_entry KEEP > arm9\_load KEEP > arm7\_entry KEEP > arm7\_load KEEP > fnt nsmb/fnt.bin > file\_mode ADJUST > arm9 nsmb/arm9.bin > arm7 nsmb/arm7.bin > arm9ovt nsmb/arm9ovt.bin > arm7ovt nsmb/arm7ovt.bin > icon nsmb/banner.bin > rsa\_sig nsmb/rsasig.bin > data nsmb/root > ovt\_repl\_flag 0xFF > ov9 nsmb/overlay9 > ov7 nsmb/overlay7 This step will take the files form the **nsmb** folder and repackage them into a .nds file 1. Open a **Terminal** window in your **project root** 2. Run this command: **/path/to/nds-build buildrules.txt NSMB.nds**

Replace /path/to/ with the actual file path to nds-build.

You have repackaged your ROM

# Porting old patch syntax to NCPatcher This page will help you understand how you can port any patching syntax to NCPatcher's. You are searching through NSMBHD or NSMB Central and you find a shiny code patch, you rush and put it in the `source` folder of your project only to find that a code patch is not compatible with your code! That sucks. So what can we do? For this example NSMB E3 Recreation's `PlayerAnims.cpp` code patch will be used. ## Step 1 - Investigation Let's start by taking a look at `PlayerAnims.cpp`. ```c++ #include #include #define NAKED __attribute__((naked)) // Slow down rotation speed NAKED void repl_02114DFC_ov_0A() { asm("MOV R5, #0xC00\nBX LR"); } // Walking transition delay void repl_0211667C_ov_0A() {} void repl_02116698_ov_0A(Player* player, int id, bool doBlend, Player::FrameMode frameMode, fx32 speed, u16 frame) { // 3.75fx (0x3C00) is the max walk animation speed if (speed > (3.75fx / 2)) { speed = (3.75fx / 2); } if (player->animID == 2) { player->setBodyAnimationSpeed(speed); } else { if (player->animID == 1) { fx32 xvel = Math::abs(player->velocity.x); if (xvel >= 1.5fx) { player->setAnimation(2, doBlend, frameMode, speed, frame); } else { player->setBodyAnimationSpeed(speed); } } else { player->setAnimation(1, doBlend, frameMode, speed, frame); } } } // Force jump on anim 1 NAKED void nsub_02116A14_ov_0A() { asm("CMP R0, #1\nB 0x02116A18"); } // Use anim 1 NAKED void repl_02116A2C_ov_0A() { asm("MOV R1, #1\nBX LR"); } ``` We must now wonder, what kind of a patch is this? Is this an `NSMBe` type patch or a `Fireflower` type patch? By comparing common traits that each patcher uses we can guess what kind of patch type we are dealing with. `NSMBe` type patches: - Does not use attributes to declare patches, uses the function name. `void hook_x() {}` - Patches always follow the format `_
_ov_` or `_
` if you don't need to specify an overlay. - `PATCH TYPE` can only be `hook`, `repl` or `nsub`. `Fireflower` type patches: - Uses attributes to declare patches. `hook(X) void func() {}` - Patches always follow the format `(0x
, 0x)` or `(0x
)` if you don't need to specify an overlay. - `PATCH TYPE` can only be `hook`, `rlnk`, `safe` or `over`. Did you guess correctly what kind of patch we are working with?
Click here to reveal the answer NSMBe
## Step 2 - Porting This is a fairly simple process. Here is a list that shows the different patch syntax between the patchers: | NSMBe | Fireflower | NCPatcher | |-------|------------|-----------| | hook | safe | ncp_hook | | repl | rlnk | ncp_call | | nsub | hook | ncp_jump | | | over | ncp_over | | | | ncp_repl | And here is an example comparing some of them: ```c++ // NSMBe void hook_02000000() {} // doSomethingPatch void repl_0200A000() {} // doUnspecifiedPatch void repl_02010000_ov_0A() {} // doWhateverOverlayPatch // over does not exist in NSMBe // Fireflower safe(0x02000000) void doSomethingPatch() {} rlnk(0x0200A000) void doUnspecifiedPatch() {} rlnk(0x02010000, 10) void doWhateverOverlayPatch() {} over(0x02159348, 52) static int stupidVar = 0x0215CA6C; // NCPatcher ncp_hook(0x02000000) void doSomethingPatch() {} ncp_call(0x0200A000) void doUnspecifiedPatch() {} ncp_call(0x02010000, 10) void doWhateverOverlayPatch() {} ncp_over(0x02159348, 52) static int stupidVar = 0x0215CA6C; ``` These addresses are ficticious and purely for demonstration! An important thing to remember is that all values in `NSMBe` patches are always written in hexadecimal without `0x` prepended to them. In NCPatcher if you want to specify an hexadecimal value you need to prepend `0x`, otherwise the value will be interpreted as a decimal value! Let's go back to `PlayerAnims.cpp` and try to apply these changes. ```c++ #include #include #define NAKED __attribute__((naked)) NAKED ncp_call(0x02114DFC, 10) void slowDownRotationSpeed() { asm("MOV R5, #0xC00\nBX LR"); } // Walking transition delay ncp_call(0x0211667C, 10) void doNotJumpOnAnim2() {} ncp_call(0x02116698, 10) void customPlayerAnimator(Player* player, int id, bool doBlend, Player::FrameMode frameMode, fx32 speed, u16 frame) { // 3.75fx (0x3C00) is the max walk animation speed if (speed > (3.75fx / 2)) { speed = (3.75fx / 2); } if (player->animID == 2) { player->setBodyAnimationSpeed(speed); } else { if (player->animID == 1) { fx32 xvel = Math::abs(player->velocity.x); if (xvel >= 1.5fx) { player->setAnimation(2, doBlend, frameMode, speed, frame); } else { player->setBodyAnimationSpeed(speed); } } else { player->setAnimation(1, doBlend, frameMode, speed, frame); } } } NAKED ncp_jump(0x02116A14, 10) void forceJumpOnAnim1() { asm("CMP R0, #1\nB 0x02116A18"); } NAKED ncp_call(0x02116A2C, 10) void useAnim1() { asm("MOV R1, #1\nBX LR"); } ``` The code should now compile! If your code still doesn't work because it complains about some functions not being defined or not existing then you might want to check this out as well: [Porting old patches to the NSMB Code Reference](https://bookstack.nsmbcentral.net/books/new-super-mario-bros-ds/page/porting-old-patches-to-the-nsmb-code-reference) What if the patch was an assembly `.s` file instead of C `.c` or C++ `.cpp`? The process is the same. ``` hook_....: BX LR ``` Becomes ``` ncp_hook(...) BX LR ``` ## Step 4 - Tidying up Even though the code should now be able to execute, it is still not in its optimal state. This part is slightly more complicated because it requires understanding the code. NCPatcher includes its own definition of `__attribute__((naked))` which is `ncp_asmfunc` so we remove that macro definition and use `ncp_asmfunc` instead. ```c++ #include #include ncp_asmfunc ncp_call(0x02114DFC, 10) void slowDownRotationSpeed() { asm("MOV R5, #0xC00\nBX LR"); } // Walking transition delay ncp_call(0x0211667C, 10) void doNotJumpOnAnim2() {} ncp_call(0x02116698, 10) void customPlayerAnimator(Player* player, int id, bool doBlend, Player::FrameMode frameMode, fx32 speed, u16 frame) { // 3.75fx (0x3C00) is the max walk animation speed if (speed > (3.75fx / 2)) { speed = (3.75fx / 2); } if (player->animID == 2) { player->setBodyAnimationSpeed(speed); } else { if (player->animID == 1) { fx32 xvel = Math::abs(player->velocity.x); if (xvel >= 1.5fx) { player->setAnimation(2, doBlend, frameMode, speed, frame); } else { player->setBodyAnimationSpeed(speed); } } else { player->setAnimation(1, doBlend, frameMode, speed, frame); } } } ncp_asmfunc ncp_jump(0x02116A14, 10) void forceJumpOnAnim1() { asm("CMP R0, #1\nB 0x02116A18"); } ncp_asmfunc ncp_call(0x02116A2C, 10) void useAnim1() { asm("MOV R1, #1\nBX LR"); } ``` Now, take a look at the original purpose of `repl_0211667C_ov_0A` (now named `doNotJumpOnAnim2`) and the code it targeted. ``` ov10:02116678 CMP R0, #2 ov10:0211667C BEQ 0x021166A0 ov10:02116680 MOV R0, R5 ``` We can see that what we are doing is the following: ``` ov10:02116678 CMP R0, #2 ov10:0211667C BL repl_0211667C_ov_0A ov10:02116680 MOV R0, R5 //... repl_0211667C_ov_0A: BX LR // return generated by the compiler ``` Essentially we are just making it so `BEQ 0x021166A0` will never jump to `0x021166A0`, but we are not doing this efficiently because we jump from `0x0211667C` to `repl_0211667C_ov_0A` and then back to `0x02116680` instead of just continuing. This wastes memory and CPU cycles, but it was the only way of doing so in `NSMBe`. Instead we can write it like `ncp_repl(0x0211667C, 10, "NOP")` in NCPatcher, making the instruction do nothing and just skip to the next one without using any more memory. ``` ov10:02116678 CMP R0, #2 ov10:0211667C NOP // Skips to the next instruction ov10:02116680 MOV R0, R5 ``` After evaluating all theses different cases, our optimal code should look like this: ```c++ #include #include // Slow down rotation speed ncp_repl(0x02114DFC, 10, "MOV R5, #0xC00") // Walking transition delay ncp_repl(0x0211667C, 10, "NOP") ncp_call(0x02116698, 10) void customPlayerAnimator(Player* player, int id, bool doBlend, Player::FrameMode frameMode, fx32 speed, u16 frame) { // 3.75fx (0x3C00) is the max walk animation speed if (speed > (3.75fx / 2)) { speed = (3.75fx / 2); } if (player->animID == 2) { player->setBodyAnimationSpeed(speed); } else { if (player->animID == 1) { fx32 xvel = Math::abs(player->velocity.x); if (xvel >= 1.5fx) { player->setAnimation(2, doBlend, frameMode, speed, frame); } else { player->setBodyAnimationSpeed(speed); } } else { player->setAnimation(1, doBlend, frameMode, speed, frame); } } } // Force jump on anim 1 ncp_repl(0x02116A14, 10, "CMP R0, #1") // Use anim 1 ncp_repl(0x02116A2C, 10, "MOV R1, #1") ``` # Porting old patches to the NSMB Code Reference # 2D Graphics Documentation of 2D graphics (anything that uses NCG, NCL and NSC) # New Page # Tileset Information

TODO: Document Map16 & Tile behaviors

### Bitmap Table | Slot | Bitmap | |--------------------------------|------------------------------------------| | Tileset 0 (Jyotyu) | d_2d_A_J_jyotyu_ncg.bin | | Tileset 2 (Sub Nohara) | d_2d_I_S_tikei_nohara_ncg.bin | | 0: Grassland | d_2d_I_M_tikei_nohara_ncg.bin | | 1: Castle | d_2d_I_M_tikei_yakata_ncg.bin | | 2: Desert | d_2d_I_M_tikei_sabaku_ncg.bin | | 3: Underground (with ice) | d_2d_I_M_tikei_chika_ncg.bin | | 4: Sky/mushrooms (world 7 style) | d_2d_I_M_tikei_kumo_ncg.bin | | 5: Underwater | d_2d_W_M_tikei_suichu_ncg.bin | | 6: Desert | d_2d_!_M_tikei_sabaku_ncg.bin | | 7: Volcano (brown) | d_2d_W_M_tikei_yougan_ncg.bin | | 8: Grassland | d_2d_I_M_tikei_nohara_ncg.bin | | 9: Beach (blue) | d_2d_W_M_tikei_kaigan_ncg.bin | | 10: Beach (blue) | d_2d_W_M_tikei_kaigan_ncg.bin | | 11: Forest | d_2d_W_M_tikei_jungle_ncg.bin | | 12: Grassland | d_2d_I_M_tikei_nohara_ncg.bin | | 13: Sky/mushrooms (with flowers and bushes) | d_2d_I_M_tikei_kinoko_ncg.bin | | 14: Sky/mushrooms (with flowers and bushes) | d_2d_I_M_tikei_kinoko_ncg.bin | | 15: Volcano (black) | d_2d_W_M_tikei_kazan_ncg.bin | | 16: Volcano (black 2) [Unused] | d_2d_W_M_tikei_kazangake_ncg.bin | | 17: Snow (with ice) | d_2d_I_M_tikei_setsugen_ncg.bin | | 18: Snow | d_2d_I_M_tikei_setsugen2_ncg.bin | | 19: Forest | d_2d_W_M_tikei_jungle_ncg.bin | | 20: Oasis in Desert | d_2d_W_M_tikei_kaigan3_ncg.bin | | 21: Bonus Room [Unused] | d_2d_I_M_tikei_mame_ncg.bin | | 22: Volcano (black 2) [Unused] | d_2d_W_M_tikei_kanzagake_ncg.bin | | 23: Ghost House | d_2d_S_M_tikei_obakeyasiki_ncg.bin | | 24: Cliffs | d_2d_W_M_tikei_kazangake2_ncg.bin | | 25: Cliffs | d_2d_W_M_tikei_kazangake2_ncg.bin | | 26: Snow (with ice) | d_2d_I_M_tikei_setsugen_ncg.bin | | 27: Grassland | d_2d_I_M_tikei_nohara_ncg.bin | | 28: Snow (with ice) | d_2d_I_M_tikei_setsugen_ncg.bin | | 29: Factory (W7-A) | d_2d_W_M_tikei_dokansoto_ncg.bin | | 30: Sewer (W2-3) | d_2d_W_M_tikei_dokannaka_ncg.bin | | 31: Volcano (yellow) | d_2d_W_M_tikei_yougantate_ncg.bin | | 32: Castle | d_2d_I_M_tikei_yakata_ncg.bin | | 33: Sky/mushrooms (with flowers and bushes) | d_2d_I_M_tikei_kinoko_ncg.bin | | 34: Grassland | d_2d_I_M_tikei_nohara_ncg.bin | | 35: Underground | d_2d_I_M_tikei_chika3_ncg.bin | | 36: Underground (dark blue) [Unused] | d_2d_I_M_tikei_chika_ncg.bin | | 37: Dark world (purple) | d_2d_I_M_tikei_koopa_heigen_ncg.bin | | 38: Dark world (brown) | d_2d_I_M_tikei_koopa_iwa_ncg.bin | | 39: Tower | d_2d_I_M_tikei_toride_ncg.bin | | 40: Ghost house exit | d_2d_S_M_tikei_obake_soto_ncg.bin | | 41: Final Castle | d_2d_I_M_tikei_yakata_ncg.bin | | 42: Toad house 1 | d_2d_W_M_tikei_kinokoA_ncg.bin | | 43: Toad house 2 | d_2d_W_M_tikei_kinokoB_ncg.bin | | 44: Toad house 3 | d_2d_W_M_tikei_kinokoC_ncg.bin | | 45: Final Castle | d_2d_I_M_tikei_yakata_ncg.bin | | 46: Toad house 4 | d_2d_I_M_tikei_kinokoD_ncg.bin | | 47: Bowser Jr battle | d_2d_I_M_tikei_toride_boss_ncg.bin | | 48: Beach (blue) | d_2d_W_M_tikei_kaigan_ncg.bin | | 49: Boss battle | d_2d_I_M_tikei_yakata_boss_ncg.bin | | 50: Sky/mushrooms (with flowers and bushes) | d_2d_I_M_tikei_kinoko_boss_ncg.bin | | 51: Forest | d_2d_W_M_tikei_jungle_ncg.bin | | 52: Desert | d_2d_I_M_tikei_sabaku_ncg.bin | | 53: Desert | d_2d_I_M_tikei_sabaku_ncg.bin | | 54: Jungle | d_2d_W_M_jungle_ncg.bin | | 55: Final boss battle | d_2d_I_M_koopa_boss_ncg.bin | | 56: Volcano (black) | d_2d_W_M_kazan_ncg.bin | | 57: Underwater | d_2d_W_M_suichu_ncg.bin | | 58: Light grey castle (W8 Castle 1) | d_2d_I_M_yakata_nise_ncg.bin | | 59: Sky/Mushrooms (yellow-ish) | d_2d_I_M_kumo2_ncg.bin | | 60: Beach (turquoise, without moss) | d_2d_W_M_kaigan2_ncg.bin | | 61: Lakithunder and Monty Tank battles | d_2d_I_M_yakata_bossW7_ncg.bin | | 62: Boss battles | d_2d_I_M_yakata_boss_ncg.bin | | 63: Mummy-Pokey battle | d_2d_I_M_sabaku_boss_ncg.bin | | 64: Oasis in Desert | d_2d_W_M_kaigan3_ncg.bin | | 65: Desert | d_2d_I_M_sabaku_ncg.bin | | 66: Oasis in Desert | d_2d_W_M_kaigan3_ncg.bin | | 67: Bonus room [Unused] | d_2d_I_M_mame_ncg.bin | | 68: Bonus room [Unused] | d_2d_I_M_mame_ncg.bin | | 69: Bonus room [Unused] | d_2d_I_M_mame_ncg.bin | | 70: Bonus room [Unused] | d_2d_I_M_mame_ncg.bin | | 71: Bonus room [Unused] | d_2d_I_M_mame_ncg.bin | | 72: Bonus room [Unused] | d_2d_I_M_mame_ncg.bin | | 73: Underground (gold) [Unused] | d_2d_I_M_chika4_ncg.bin | | 74: Bonus room | d_2d_I_M_mame_bonus_ncg.bin | | 75: Grassland | d_2d_I_M_nohara_ncg.bin | ### Animations Table | Slot | Animations | |--------------------------------|------------------------------------------| | Tileset 0 (Jyotyu) | d_2d_TEN_A_J_jyotyu_ncg.bin | | Tileset 2 (Sub Nohara) | None | | 0: Grassland | None | | 1: Castle | d_2d_TEN_I_yakata_ncg.bin | | 2: Desert | None | | 3: Underground (with ice) | None | | 4: Sky/mushrooms (world 7 style) | None | | 5: Underwater | None | | 6: Desert | None | | 7: Volcano (brown) | None | | 8: Grassland | None | | 9: Beach (blue) | None | | 10: Beach (blue) | None | | 11: Forest | None | | 12: Grassland | None | | 13: Sky/mushrooms (with flowers and bushes) | None | | 14: Sky/mushrooms (with flowers and bushes) | None | | 15: Volcano (black) | None | | 16: Volcano (black 2) [Unused] | None | | 17: Snow (with ice) | None | | 18: Snow | None | | 19: Forest | None | | 20: Oasis in Desert | None | | 21: Bonus Room [Unused] | None | | 22: Volcano (black 2) [Unused] | None | | 23: Ghost House | None | | 24: Cliffs | None | | 25: Cliffs | None | | 26: Snow (with ice) | None | | 27: Grassland | None | | 28: Snow (with ice) | None | | 29: Factory (W7-A) | None | | 30: Sewer (W2-3) | None | | 31: Volcano (yellow) | None | | 32: Castle | None | | 33: Sky/mushrooms (with flowers and bushes) | None | | 34: Grassland | None | | 35: Underground | None | | 36: Underground (dark blue) [Unused] | None | | 37: Dark world (purple) | None | | 38: Dark world (brown) | None | | 39: Tower | d_2d_TEN_I_toride_ncg.bin | | 40: Ghost house exit | None | | 41: Final Castle | None | | 42: Toad house 1 | None | | 43: Toad house 2 | None | | 44: Toad house 3 | None | | 45: Final Castle | None | | 46: Toad house 4 | None | | 47: Bowser Jr battle | None | | 48: Beach (blue) | None | | 49: Boss battle | None | | 50: Sky/mushrooms (with flowers and bushes) | None | | 51: Forest | None | | 52: Desert | None | | 53: Desert | None | | 54: Jungle | None | | 55: Final boss battle | None | | 56: Volcano (black) | None | | 57: Underwater | None | | 58: Light grey castle (W8 Castle 1) | None | | 59: Sky/Mushrooms (yellow-ish) | None | | 60: Beach (turquoise, without moss) | None | | 61: Lakithunder and Monty Tank battles | None | | 62: Boss battles | None | | 63: Mummy-Pokey battle | None | | 64: Oasis in Desert | None | | 65: Desert | None | | 66: Oasis in Desert | None | | 67: Bonus room [Unused] | None | | 68: Bonus room [Unused] | None | | 69: Bonus room [Unused] | None | | 70: Bonus room [Unused] | None | | 71: Bonus room [Unused] | None | | 72: Bonus room [Unused] | None | | 73: Underground (gold) [Unused] | None | | 74: Bonus room | None | | 75: Grassland | None | ### Palette Table | Slot | Palette | |--------------------------------|------------------------------------------------------------------------------------------------| | Tileset 0 (Jyotyu) | d_2d_A_J_jyotyu_B_ncl.bin
d_2d_A_J_jyotyu_F_ncl.bin
d_2d_A_J_jyotyu_ncl.bin
d_2d_A_J_jyotyu_R_ncl.bin
d_2d_A_J_jyotyu_W_ncl.bin | | Tileset 2 (Sub Nohara) | d_2d_I_S_tikei_nohara_ncl.bin | | 0: Grassland | d_2d_I_M_tikei_nohara_ncl.bin | | 1: Castle | d_2d_I_M_tikei_yakata_ncl.bin | | 2: Desert | d_2d_I_M_tikei_sabaku_ncl.bin | | 3: Underground (with ice) | d_2d_I_M_tikei_cika_ncl.bin | | 4: Sky/mushrooms (world 7 style) | d_2d_I_M_tikei_kumo_ncl.bin | | 5: Underwater | d_2d_W_M_tikei_suichu_ncl.bin | | 6: Desert | d_2d_I_M_tikei_sabaku_ncl.bin | | 7: Volcano (brown) | d_2d_W_M_tikei_yougan_ncl.bin | | 8: Grassland | d_2d_I_M_tikei_nohara_ncl.bin | | 9: Beach (blue) | d_2d_W_M_tikei_kaigan_ncl.bin | | 10: Beach (blue) | d_2d_W_M_tikei_kaigan_ncl.bin | | 11: Forest | d_2d_W_M_tikei_jungle_ncl.bin | | 12: Grassland | d_2d_I_M_tikei_nohara_ncl.bin | | 13: Sky/mushrooms (with flowers and bushes) | d_2d_I_M_tikei_kinoko_ncl.bin | | 14: Sky/mushrooms (with flowers and bushes) | d_2d_I_M_tikei_kinoko_ncl.bin | | 15: Volcano (black) | d_2d_W_M_tikei_kazan_ncl.bin | | 16: Volcano (black 2) [Unused] | d_2d_W_M_tikei_kazangake_ncl.bin | | 17: Snow (with ice) | d_2d_I_M_tikei_setsugen_ncl.bin | | 18: Snow | d_2d_I_M_tikei_setsugen2_ncl.bin | | 19: Forest | d_2d_W_M_tikei_jungle_ncl.bin | | 20: Oasis in Desert | d_2d_W_M_tikei_kaigan3_ncl.bin | | 21: Bonus Room [Unused] | d_2d_I_M_tikei_mame_ncl.bin | | 22: Volcano (black 2) [Unused] | d_2d_W_M_tikei_kanzagake_ncl.bin | | 23: Ghost House | d_2d_S_M_tikei_obakeyasiki_ncl.bin | | 24: Cliffs | d_2d_W_M_tikei_kazangake2_ncl.bin | | 25: Cliffs | d_2d_W_M_tikei_kazangake2_ncl.bin | | 26: Snow (with ice) | d_2d_I_M_tikei_setsugen_ncl.bin | | 27: Grassland | d_2d_I_M_tikei_nohara_ncl.bin | | 28: Snow (with ice) | d_2d_I_M_tikei_setsugen_ncl.bin | | 29: Factory (W7-A) | d_2d_W_M_tikei_dokansoto_ncl.bin | | 30: Sewer (W2-3) | d_2d_W_M_tikei_dokannaka_ncl.bin | | 31: Volcano (yellow) | d_2d_W_M_tikei_yougantate_ncl.bin | | 32: Castle | d_2d_I_M_tikei_yakata_ncl.bin | | 33: Sky/mushrooms (with flowers and bushes) | d_2d_I_M_tikei_kinoko_ncl.bin | | 34: Grassland | d_2d_I_M_tikei_nohara_ncl.bin | | 35: Underground | d_2d_I_M_tikei_chika3_ncl.bin | | 36: Underground (dark blue) [Unused] | d_2d_I_M_tikei_chika_ncl.bin | | 37: Dark world (purple) | d_2d_I_M_tikei_koopa_heigen_ncl.bin | | 38: Dark world (brown) | d_2d_I_M_tikei_koopa_iwa_ncl.bin | | 39: Tower | d_2d_I_M_tikei_toride_ncl.bin | | 40: Ghost house exit | d_2d_S_M_tikei_obake_soto_ncl.bin | | 41: Final Castle | d_2d_I_M_tikei_yakata_ncl.bin | | 42: Toad house 1 | d_2d_W_M_tikei_kinokoA_ncl.bin | | 43: Toad house 2 | d_2d_W_M_tikei_kinokoB_ncl.bin | | 44: Toad house 3 | d_2d_W_M_tikei_kinokoC_ncl.bin | | 45: Final Castle | d_2d_I_M_tikei_yakata_ncl.bin | | 46: Toad house 4 | d_2d_I_M_tikei_kinokoD_ncl.bin | | 47: Bowser Jr battle | d_2d_I_M_tikei_toride_boss_ncl.bin | | 48: Beach (blue) | d_2d_W_M_tikei_kaigan_ncl.bin | | 49: Boss battle | d_2d_I_M_tikei_yakata_boss_ncl.bin | | 50: Sky/mushrooms (with flowers and bushes) | d_2d_I_M_tikei_kinoko_boss_ncl.bin | | 51: Forest | d_2d_W_M_tikei_jungle_ncl.bin | | 52: Desert | d_2d_I_M_tikei_sabaku_ncl.bin | | 53: Desert | d_2d_I_M_tikei_sabaku_ncl.bin | | 54: Jungle | d_2d_W_M_jungle_ncl.bin | | 55: Final boss battle | d_2d_I_M_koopa_boss_ncl.bin | | 56: Volcano (black) | d_2d_W_M_kazan_ncl.bin | | 57: Underwater | d_2d_W_M_suichu_ncl.bin | | 58: Light grey castle (W8 Castle 1) | d_2d_I_M_yakata_nise_ncl.bin | | 59: Sky/Mushrooms (yellow-ish) | d_2d_I_M_kumo2_ncl.bin | | 60: Beach (turquoise, without moss) | d_2d_W_M_kaigan2_ncl.bin | | 61: Lakithunder and Monty Tank battles | d_2d_I_M_yakata_bossW7_ncl.bin | | 62: Boss battles | d_2d_I_M_yakata_boss_ncl.bin | | 63: Mummy-Pokey battle | d_2d_I_M_sabaku_boss_ncl.bin | | 64: Oasis in Desert | d_2d_W_M_kaigan3_ncl.bin | | 65: Desert | d_2d_I_M_sabaku_ncl.bin | | 66: Oasis in Desert | d_2d_W_M_kaigan3_ncl.bin | | 67: Bonus room [Unused] | d_2d_I_M_mame_ncl.bin | | 68: Bonus room [Unused] | d_2d_I_M_mame_ncl.bin | | 69: Bonus room [Unused] | d_2d_I_M_mame_ncl.bin | | 70: Bonus room [Unused] | d_2d_I_M_mame_ncl.bin | | 71: Bonus room [Unused] | d_2d_I_M_mame_ncl.bin | | 72: Bonus room [Unused] | d_2d_I_M_mame_ncl.bin | | 73: Underground (gold) [Unused] | d_2d_I_M_chika4_ncl.bin | | 74: Bonus room | d_2d_I_M_mame_bonus_ncl.bin | | 75: Grassland | d_2d_I_M_nohara_ncl.bin | ### Object Definitions Table | Slot | Object Definitions | |--------------------------------|-----------------------------------------| | Tileset 0 (Jyotyu) | A_J_jyotyu.bin
A_J_joytyu_hd.bin | | Tileset 2 (Sub Nohara) | I_S_nohara.bin
I_S_nohara_hd.bin | | 0: Grassland | I_M_nohara.bin
I_M_nohara_hd.bin | | 1: Castle | I_M_yakata.bin
I_M_yakata_hd.bin | | 2: Desert | I_M_sabaku.bin
I_M_sabaku_hd.bin | | 3: Underground (with ice) | I_M_chika.bin
I_M_chika_hd.bin | | 4: Sky/mushrooms (world 7 style) | I_M_kumo.bin
I_M_kumo_hd.bin | | 5: Underwater | W_M_suichu.bin
W_M_suichu_hd.bin | | 6: Desert | I_M_sabaku
I_M_sabaku_hd.bin | | 7: Volcano (brown) | W_M_yougan.bin
W_M_yougan_hd.bin | | 8: Grassland | I_M_nohara.bin
I_M_nohara_hd.bin | | 9: Beach (blue) | W_M_kaigan.bin
W_M_kaigan_hd.bin | | 10: Beach (blue) | W_M_kaigan.bin
W_M_kaigan_hd.bin | | 11: Forest | W_M_jungle.bin
W_M_jungle_hd.bin | | 12: Grassland | I_M_nohara2.bin
I_M_nohara2_hd.bin | | 13: Sky/mushrooms (with flowers and bushes) | I_M_kinoko.bin
I_M_kinoko_hd.bin | | 14: Sky/mushrooms (with flowers and bushes) | I_M_kinoko.bin
I_M_kinoko_hd.bin | | 15: Volcano (black) | W_M_kazan.bin
W_M_kazan_hd.bin | | 16: Volcano (black 2) [Unused] | W_M_kazangake.bin
W_M_kazangake_hd.bin | | 17: Snow (with ice) | I_M_setsugen.bin
I_M_setsugen_hd.bin | | 18: Snow | I_M_setsugen2.bin
I_M_setsugen2_hd.bin | | 19: Forest | W_M_jungle.bin
W_M_jungle_hd.bin | | 20: Oasis in Desert | W_M_kaigan3.bin
W_M_kaigan3_hd.bin | | 21: Bonus Room [Unused] | I_M_mame.bin
I_M_mame_hd.bin | | 22: Volcano (black 2) [Unused] | W_M_kazangake.bin
W_M_kazangake_hd.bin | | 23: Ghost House | S_M_obakeyasiki.bin
S_M_obakeyasiki_hd.bin | | 24: Cliffs | W_M_kazangake2.bin
W_M_kazangake2_hd.bin | | 25: Cliffs | W_M_kazangake2.bin
W_M_kazangake2_hd.bin | | 26: Snow (with ice) | I_M_setsugen.bin
I_M_setsugen_hd.bin | | 27: Grassland | I_M_yakata.bin
I_M_yakata_hd.bin | | 28: Snow (with ice) | I_M_setsugen.bin
I_M_setsugen_hd.bin | | 29: Factory (W7-A) | W_M_dokansoto.bin
W_M_dokansoto_hd.bin | | 30: Sewer (W2-3) | W_M_dokannaka.bin
W_M_dokannaka_hd.bin | | 31: Volcano (yellow) | W_M_yougantate.bin
W_M_yougantate_hd.bin | | 32: Castle | I_M_yakata.bin
I_M_yakata_hd.bin | | 33: Sky/mushrooms (with flowers and bushes) | I_M_kinoko.bin
I_M_kinoko_hd.bin | | 34: Grassland | I_M_nohara.bin
I_M_nohara_hd.bin | | 35: Underground | I_M_chika3.bin
I_M_chika3_hd.bin | | 36: Underground (dark blue) [Unused] | I_M_chika2.bin
I_M_chika2_hd.bin | | 37: Dark world (purple) | I_M_koopa_heigen.bin
I_M_koopa_heigen_hd.bin | | 38: Dark world (brown) | I_M_koopa_iwa.bin
I_M_koopa_iwa_hd.bin | | 39: Tower | I_M_toride.bin
I_M_toride_hd.bin | | 40: Ghost house exit | I_M_obake_soto.bin
I_M_obake_soto_hd.bin | | 41: Final Castle | I_M_yakata.bin
I_M_yakata_hd.bin | | 42: Toad house 1 | W_M_kinokoA.bin
W_M_kinokoA_hd.bin | | 43: Toad house 2 | W_M_kinokoB.bin
W_M_kinokoB_hd.bin | | 44: Toad house 3 | W_M_kinokoC.bin
W_M_kinokoC_hd.bin | | 45: Final Castle | I_M_yakata2.bin
I_M_yakata2_hd.bin | | 46: Toad house 4 | W_M_kinokoD.bin
W_M_kinokoD_hd.bin | | 47: Bowser Jr battle | I_M_toride_boss.bin
I_M_toride_boss_hd.bin | | 48: Beach (blue) | W_M_kaigan.bin
W_M_kaigan_hd.bin | | 49: Boss battle | I_M_yakata_boss.bin
I_M_yakata_boss_hd.bin | | 50: Sky/mushrooms (with flowers and bushes) | I_M_kinoko.bin
I_M_kinoko_hd.bin | | 51: Forest | W_M_jungle.bin
W_M_jungle_hd.bin | | 52: Desert | I_M_sabaku.bin
I_M_sabaku_hd.bin | | 53: Desert | I_M_sabaku.bin
I_M_sabaku_hd.bin | | 54: Jungle | W_M_jungle.bin
W_M_jungle_hd.bin | | 55: Final boss battle | I_M_koopa_boss.bin
I_M_koopa_boss_hd.bin | | 56: Volcano (black) | W_M_kazan.bin
W_M_kazan_hd.bin | | 57: Underwater | W_M_suichu.bin
W_M_suichu_hd.bin | | 58: Light grey castle (W8 Castle 1) | I_M_yakata_nise.bin
I_M_yakata_nise_hd.bin | | 59: Sky/Mushrooms (yellow-ish) | I_M_kumo2.bin
I_M_kumo2_hd.bin | | 60: Beach (turquoise, without moss) | W_M_kaigan2.bin
W_M_kaigan2_hd.bin | | 61: Lakithunder and Monty Tank battles | I_M_yakata_bossW7.bin
I_M_yakata_bossW7_hd.bin | | 62: Boss battles | I_M_yakata_boss.bin
I_M_yakata_boss_hd.bin | | 63: Mummy-Pokey battle | I_M_sabaku_boss.bin
I_M_sabaku_boss_hd.bin | | 64: Oasis in Desert | W_M_kaigan3.bin
W_M_kaigan3_hd.bin | | 65: Desert | I_M_sabaku2.bin
I_M_sabaku2_hd.bin | | 66: Oasis in Desert | W_M_kaigan3.bin
W_M_kaigan3_hd.bin | | 67: Bonus room [Unused] | I_M_mame.bin
I_M_mame_hd.bin | | 68: Bonus room [Unused] | I_M_mame.bin
I_M_mame_hd.bin | | 69: Bonus room [Unused] | I_M_mame.bin
I_M_mame_hd.bin | | 70: Bonus room [Unused] | I_M_mame.bin
I_M_mame_hd.bin | | 71: Bonus room [Unused] | I_M_mame.bin
I_M_mame_hd.bin | | 72: Bonus room [Unused] | I_M_mame.bin
I_M_mame_hd.bin | | 73: Underground (gold) [Unused] | I_M_chika4.bin
I_M_chika4_hd.bin | | 74: Bonus room | I_M_mame_bonus.bin
I_M_mame_bonus_hd.bin | | 75: Grassland | I_M_nohara.bin
I_M_nohara_hd.bin | ### Map16 Table | Slot | Map16 | |--------------------------------|------------------------------------------| | Tileset 0 (Jyotyu) | TBA | | Tileset 2 (Sub Nohara) | TBA | | 0: Grassland | TBA | | 1: Castle | TBA | | 2: Desert | TBA | | 3: Underground (with ice) | TBA | | 4: Sky/mushrooms (world 7 style) | TBA | | 5: Underwater | TBA | | 6: Desert | TBA | | 7: Volcano (brown) | TBA | | 8: Grassland | TBA | | 9: Beach (blue) | TBA | | 10: Beach (blue) | TBA | | 11: Forest | TBA | | 12: Grassland | TBA | | 13: Sky/mushrooms (with flowers and bushes) | TBA | | 14: Sky/mushrooms (with flowers and bushes) | TBA | | 15: Volcano (black) | TBA | | 16: Volcano (black 2) [Unused] | TBA | | 17: Snow (with ice) | TBA | | 18: Snow | TBA | | 19: Forest | TBA | | 20: Oasis in Desert | TBA | | 21: Bonus Room [Unused] | TBA | | 22: Volcano (black 2) [Unused] | TBA | | 23: Ghost House | TBA | | 24: Cliffs | TBA | | 25: Cliffs | TBA | | 26: Snow (with ice) | TBA | | 27: Grassland | TBA | | 28: Snow (with ice) | TBA | | 29: Factory (W7-A) | TBA | | 30: Sewer (W2-3) | TBA | | 31: Volcano (yellow) | TBA | | 32: Castle | TBA | | 33: Sky/mushrooms (with flowers and bushes) | TBA | | 34: Grassland | TBA | | 35: Underground | TBA | | 36: Underground (dark blue) [Unused] | TBA | | 37: Dark world (purple) | TBA | | 38: Dark world (brown) | TBA | | 39: Tower | TBA | | 40: Ghost house exit | TBA | | 41: Final Castle | TBA | | 42: Toad house 1 | TBA | | 43: Toad house 2 | TBA | | 44: Toad house 3 | TBA | | 45: Final Castle | TBA | | 46: Toad house 4 | TBA | | 47: Bowser Jr battle | TBA | | 48: Beach (blue) | TBA | | 49: Boss battle | TBA | | 50: Sky/mushrooms (with flowers and bushes) | TBA | | 51: Forest | TBA | | 52: Desert | TBA | | 53: Desert | TBA | | 54: Jungle | TBA | | 55: Final boss battle | TBA | | 56: Volcano (black) | TBA | | 57: Underwater | TBA | | 58: Light grey castle (W8 Castle 1) | TBA | | 59: Sky/Mushrooms (yellow-ish) | TBA | | 60: Beach (turquoise, without moss) | TBA | | 61: Lakithunder and Monty Tank battles | TBA | | 62: Boss battles | TBA | | 63: Mummy-Pokey battle | TBA | | 64: Oasis in Desert | TBA | | 65: Desert | TBA | | 66: Oasis in Desert | TBA | | 67: Bonus room [Unused] | TBA | | 68: Bonus room [Unused] | TBA | | 69: Bonus room [Unused] | TBA | | 70: Bonus room [Unused] | TBA | | 71: Bonus room [Unused] | TBA | | 72: Bonus room [Unused] | TBA | | 73: Underground (gold) [Unused] | TBA | | 74: Bonus room | TBA | | 75: Grassland | TBA | ### Tile Behaviors | Slot | Tile Behaviors | |--------------------------------|------------------------------------------| | Tileset 0 (Jyotyu) | Overlay 0 | | Tileset 2 (Sub Nohara) | TBA | | 0: Grassland | TBA | | 1: Castle | TBA | | 2: Desert | TBA | | 3: Underground (with ice) | TBA | | 4: Sky/mushrooms (world 7 style) | TBA | | 5: Underwater | TBA | | 6: Desert | TBA | | 7: Volcano (brown) | TBA | | 8: Grassland | TBA | | 9: Beach (blue) | TBA | | 10: Beach (blue) | TBA | | 11: Forest | TBA | | 12: Grassland | TBA | | 13: Sky/mushrooms (with flowers and bushes) | TBA | | 14: Sky/mushrooms (with flowers and bushes) | TBA | | 15: Volcano (black) | TBA | | 16: Volcano (black 2) [Unused] | TBA | | 17: Snow (with ice) | TBA | | 18: Snow | TBA | | 19: Forest | TBA | | 20: Oasis in Desert | TBA | | 21: Bonus Room [Unused] | TBA | | 22: Volcano (black 2) [Unused] | TBA | | 23: Ghost House | TBA | | 24: Cliffs | TBA | | 25: Cliffs | TBA | | 26: Snow (with ice) | TBA | | 27: Grassland | TBA | | 28: Snow (with ice) | TBA | | 29: Factory (W7-A) | TBA | | 30: Sewer (W2-3) | TBA | | 31: Volcano (yellow) | TBA | | 32: Castle | TBA | | 33: Sky/mushrooms (with flowers and bushes) | TBA | | 34: Grassland | TBA | | 35: Underground | TBA | | 36: Underground (dark blue) [Unused] | TBA | | 37: Dark world (purple) | TBA | | 38: Dark world (brown) | TBA | | 39: Tower | TBA | | 40: Ghost house exit | TBA | | 41: Final Castle | TBA | | 42: Toad house 1 | TBA | | 43: Toad house 2 | TBA | | 44: Toad house 3 | TBA | | 45: Final Castle | TBA | | 46: Toad house 4 | TBA | | 47: Bowser Jr battle | TBA | | 48: Beach (blue) | TBA | | 49: Boss battle | TBA | | 50: Sky/mushrooms (with flowers and bushes) | TBA | | 51: Forest | TBA | | 52: Desert | TBA | | 53: Desert | TBA | | 54: Jungle | TBA | | 55: Final boss battle | TBA | | 56: Volcano (black) | TBA | | 57: Underwater | TBA | | 58: Light grey castle (W8 Castle 1) | TBA | | 59: Sky/Mushrooms (yellow-ish) | TBA | | 60: Beach (turquoise, without moss) | TBA | | 61: Lakithunder and Monty Tank battles | TBA | | 62: Boss battles | TBA | | 63: Mummy-Pokey battle | TBA | | 64: Oasis in Desert | TBA | | 65: Desert | TBA | | 66: Oasis in Desert | TBA | | 67: Bonus room [Unused] | TBA | | 68: Bonus room [Unused] | TBA | | 69: Bonus room [Unused] | TBA | | 70: Bonus room [Unused] | TBA | | 71: Bonus room [Unused] | TBA | | 72: Bonus room [Unused] | TBA | | 73: Underground (gold) [Unused] | TBA | | 74: Bonus room | TBA | | 75: Grassland | TBA | ### Randomization Table | Slot | Randomization | |--------------------------------|------------------------------------------| | Tileset 0 (Jyotyu) | No | | Tileset 2 (Sub Nohara) | No | | 0: Grassland | Tiles 0-5 | | 1: Castle | No | | 2: Desert | Tiles 0-5 | | 3: Underground (with ice) | Tiles 0-5, 48-53 | | 4: Sky/mushrooms (world 7 style) | None | | 5: Underwater | Tiles 0-5 | | 6: Desert | Tiles 0-5 | | 7: Volcano (brown) | Tiles 0-5 | | 8: Grassland | Tiles 0-5 | | 9: Beach (blue) | Tiles 0-5 | | 10: Beach (blue) | Tiles 0-5 | | 11: Forest | Tiles 0-2 | | 12: Grassland | Tiles 0-5 | | 13: Sky/mushrooms (with flowers and bushes) | Tiles 0-5 | | 14: Sky/mushrooms (with flowers and bushes) | Tiles 0-5 | | 15: Volcano (black) | Tiles 0-5 | | 16: Volcano (black 2) [Unused] | Tiles 0-5 | | 17: Snow (with ice) | None | | 18: Snow | Tiles 0-5 | | 19: Forest | Tiles 0-2 | | 20: Oasis in Desert | Tiles 0-5 | | 21: Bonus Room [Unused] | None | | 22: Volcano (black 2) [Unused] | None | | 23: Ghost House | None | | 24: Cliffs | Tiles 0-5 | | 25: Cliffs | Tiles 0-5 | | 26: Snow (with ice) | None | | 27: Grassland | Tiles 0-5 | | 28: Snow (with ice) | None | | 29: Factory (W7-A) | None | | 30: Sewer (W2-3) | None | | 31: Volcano (yellow) | Tiles 0-5 | | 32: Castle | None | | 33: Sky/mushrooms (with flowers and bushes) | Tiles 0-5 | | 34: Grassland | Tiles 0-5 | | 35: Underground | Tiles 0-5, 48-53 | | 36: Underground (dark blue) [Unused] | Tiles 0-5, 48-53 | | 37: Dark world (purple) | Tiles 0-5 | | 38: Dark world (brown) | Tiles 0-5 | | 39: Tower | Tiles 0-5 | | 40: Ghost house exit | Tiles 0-5 | | 41: Final Castle | None | | 42: Toad house 1 | None | | 43: Toad house 2 | None | | 44: Toad house 3 | None | | 45: Final Castle | None | | 46: Toad house 4 | None | | 47: Bowser Jr battle | None | | 48: Beach (blue) | Tiles 0-5 | | 49: Boss battle | None | | 50: Sky/mushrooms (with flowers and bushes) | Tiles 0-5 | | 51: Forest | Tiles 0-2 | | 52: Desert | Tiles 0-5 | | 53: Desert | Tiles 0-5 | | 54: Jungle | Tiles 0-5 | | 55: Final boss battle | None | | 56: Volcano (black) | Tiles 0-5 | | 57: Underwater | Tiles 0-5 | | 58: Light grey castle (W8 Castle 1) | None | | 59: Sky/Mushrooms (yellow-ish) | None | | 60: Beach (turquoise, without moss) | Tiles 0-5 | | 61: Lakithunder and Monty Tank battles | None | | 62: Boss battles | None | | 63: Mummy-Pokey battle | None | | 64: Oasis in Desert | Tiles 0-5 | | 65: Desert | None | | 66: Oasis in Desert | Tiles 0-5 | | 67: Bonus room [Unused] | None | | 68: Bonus room [Unused] | None | | 69: Bonus room [Unused] | None | | 70: Bonus room [Unused] | None | | 71: Bonus room [Unused] | None | | 72: Bonus room [Unused] | None | | 73: Underground (gold) [Unused] | Tiles 0-5, 48-53 | | 74: Bonus room | None | | 75: Grassland | Tiles 0-5 | # Jyotyu Tileset #### **1. Jyotyu Palette** These files are the palettes used by the Jyotyu tileset: \- root/BG\_ncl/d\_2d\_AJ\_J\_jyotyu\_B\_ncl.bin \- root/BG\_ncl/d\_2d\_AJ\_J\_jyotyu\_F\_ncl.bin \- root/BG\_ncl/d\_2d\_AJ\_J\_jyotyu\_ncl.bin \- root/BG\_ncl/d\_2d\_AJ\_J\_jyotyu\_R\_ncl.bin \- root/BG\_ncl/d\_2d\_AJ\_J\_jyotyu\_W\_ncl.bin #### **2. List of graphics that use the Jyotyu Palette**
**Folder****Bitmap****Description**
/BG\_ncgd\_2d\_A\_J\_jyotyuDefault jyotyu graphics
/BG\_ncgd\_2d\_TEN\_A\_J\_jyotyuAnimated blocks, bricks and coins
/objA\_block\_hahenDebris animations for destroyed blocks
/objA\_blockAnimations for blocks being hit
/objA\_tikuwa\_blockDonut lift
/objI\_itemPower Ups
/objI\_kakushitobiraEvent Activated Door
/objI\_mark\_starA star, seems to be unused
/objI\_minigame\_blockAnimations for 1-Up Toad house blocks
/objI\_minigame\_item1-Up Toad house card graphics
/objI\_obj\_kemuriSmoke (?) seems to be unused too
/objI\_obj\_kira\_ISparks, they seem to be used by Mega Mario, but only with the first jyotyu palette
/objI\_obj\_kiraSmaller sparks, apparently used when collecting an 1-Up mushroom and after stomping on a blue Koopa
/objI\_obj\_sunakemuriSmoke (?) unused as well
/objI\_obj\_yajirushiArrow, apparently unused since it was removed from the European version
#### **3. Important** When you click "import bitmap and recreate pallete" on a file that uses the Jyotyu Pallete, it will recreate the Jyotyu Pallete, with new colours. Other objects use the Jyotyu Pallete, but they will not match up with the pallete anymore, because it has been modified to match the Jyotyu tileset, so you have to open all the files that use the pallete and the pallete open at the same time, then click "import bitmap and recreate pallete". Or you can modify the Jyotyu Tileset with the built in editor which will not modify the Jyotyu Pallete. #### **4. Jyotyu labels** The following picture shows which objects use which colors in the different Jyotyu Palletes: [![jyotyulabels2.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-08/jyotyulabels2.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-08/jyotyulabels.png) *Credits to D.M. for the research and the image* Note: The palette colors will vary depending on the Jyotyu palette, but the objects will still use the same colors. # World Map Icons

TODO: Finish the rest including the ones in uiStudio & update the description if needed.

### Map Folder:
Files
Description / Information
cursor\_koopa\_jr.nsbca
Bowser Jr's Animation (Joint)
cursor\_koopa\_jr.nsbmd
Bowser Jr's World Map Textures
cursor\_peach.nsbca
Peach's Animation (Joint)
cursor\_peach.nsbmd
Peach's World Map Textures
hammer\_map.nsbmd
Hammer Bro's Hammer Texture
map\_dragon.nsbca
Star Coin Sign's Animation (Joint)
map\_dragon.nsbmd
Star Coin Sign's Textures
map\_dragon.nsbtp
Star Coin Sign's Animation (Pattern)
map\_hole.nsbmd?
map\_point.nsbmd
World Map Node's Textures
map\_point.nsbtp
World Map Node's Animation (Pattern)
map\_shadow.nsbca?
map\_shadow.nsbmd?
map\_swing.nsbca?
w1.nsbmd
World 1's Textures (Doesn't have the texture for the elevated ground near the first tower & the green layering in the background)
w1.nsbca
World 1's Animation (Joint)
w1.nsbtp
World 1's Animation (Pattern)
w1\_castle.nsbca
World 1 Castle's Animation (Joint)
w1\_castle.nsbmd
World 1 Castle's Textures
w1\_kinoko\_a.nsbmd
Blue Mushroom House's Texture
w1\_kinoko\_b.nsbmd
Mega Mushroom House's Texture
w1\_kinoko\_g.nsbmd
1-Up Mushroom House's Texture
w1\_kinoko\_p.nsbmd
Wood Mushroom House Holder's Texture
w1\_kinoko\_r.nsbmd
Item Bonus House's Texture
w1\_move.nsbca
The animation where Bowser Jr. brings Peach to 1-Tower
w1\_tower.nsbca
World 1 Tower's Animation (Joint)
w1\_tower.nsbmd
World 1 Tower's Textures
w1\_tree.nsbca
World 1 Tree's Animation (Joint)
w1\_tree.nsbmd
World 1 Tree's Textures
w2.nsbmd
World 2's Textures
w2.nsbca
World 2's Animation (Joint)
w2.nsbtp
World 2's Animation (Pattern)
w2\_castle.nsbmd
World 2 Castle's Textures
w2\_kinoko\_b.nsbmd
Mega Mushroom House's Texture
w2\_kinoko\_g.nsbmd
1-Up Mushroom House's Texture
w2\_kinoko\_p.nsbmd
Wood Mushroom House Holder's Texture
w2\_kinoko\_r.nsbmd
Item Bonus House's Texture
w2\_move.nsbca
The animation where Bowser Jr. brings Peach to 2-Tower
w2\_tower.nsbca
World 2 Tower's Animation (Joint)
w2\_tower.nsbmd
World 2 Tower's Textures
w2\_tree.nsbca
World 2 Tree's Animation (Joint)
w2\_tree.nsbmd
World 2 Tree's Textures
# Enemy Palettes #### **1. Enemy Palettes** - root/obj/enemy\_ncl.bin - root/obj/enemy\_B\_ncl.bin - root/obj/enemy\_R\_ncl.bin - root/obj/enemy\_W\_ncl.bin #### **2. List of bitmaps which use the enemy palette**
**Folder****Bitmap****Description**
/objI\_bubble256Podoboo
/objI\_dokan\_yajirushiArrow signs
/objI\_fireballFire Mario/Fire Brother fireballs
/objI\_kuribo256Goomba
/objI\_nokonoko256Koopa Troopa
/objI\_star\_redMario VS Luigi battle stars
/objI\_switch? Switch, ! Switch, P Switch and Skull Switch
/objI\_ochiruhashiBeach platform
/objI\_teresa256Boo
/objW\_kinokoGraphics for the Blue/Yellow/Red Toad house blocks and cards
# World Map Information related to modifying the world map.