# 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 | Tower | BGM\_TRIDE.sseq | |
02 | Starman | BGM\_MUTEKI.sseq | |
03 | Mega Mario | BGM\_HUGE.sseq | |
04 | End of Level (+ MvsL course win) | BGM\_COURSE\_CLEAR.sseq | |
05 | Death | BGM\_DOWN.sseq | |
06 | Desert | BGM\_SABAKU.sseq | |
07 | Boss | BGM\_BOSS.sseq | |
08 | VS Lose | BGM\_VS\_LOSE\_FANFARE | |
09 | Underground | BGM\_CHIKA.sseq | |
0A | Bonus room | BGM\_MAME.sseq | |
0B | Underwater | BGM\_WATER3.sseq | |
0C | Lava | BGM\_KAZAN\_SOTO.sseq | |
0D | End Credits (Early, unused) | BGM\_SAMPLE | |
0E | Beach | BGM\_SANBASHI.sseq | |
0F | Bowser Jr. Battle | BGM\_KUPPAJR | |
10 | Ghost House | BGM\_OBAKE.sseq | |
11 | Castle | BGM\_SHIRO.sseq | |
12 | Switch timer | BGM\_SWITCH.sseq | |
13 | End of Game Fanfare | BGM\_FINAL\_CLEAR | |
14 | Game Over | BGM\_GAMEOVER.sseq | |
15 | Final Boss | BGM\_FINAL\_KUPPA.sseq | |
16 | Boss Beaten | BGM\_BOSS\_CLEAR.sseq | |
17 | \[Nothing\] | \[Nothing\] | |
18 | Athletic | BGM\_ATHLETIC.sseq | |
19 | Toad House | BGM\_MINIGAME.sseq | |
1A | Grassland | BGM\_CHIJOU\_CONT.sseq | |
1B | Title Screen | BGM\_SELECT.sseq | |
1C | SMB End of Level | BGM\_GOAL\_FANFARE2.sseq | |
1D | Toad House Fanfare | BGM\_FANFARE\_KINO.sseq | |
1E | MvsL Stage 2 | BGM\_VS\_STAGE.sseq | |
1F | MvsL start screen (is this the exact same audio data as the title screen?) | BGM\_VS\_SELECT.sseq | |
20 | MvsL Loop | BGM\_VS\_FAN\_LOOP.sseq | |
21 | MvsL Win | BGM\_VS\_WIN.sseq | |
22 | MvsL Lose | BGM\_VS\_LOSE | |
50 | Lava ambient | BGM\_AMB\_YOUGAN | |
51 | Desert wind ambient | BGM\_AMB\_SABAKU | |
52 | Water ambient | BGM\_AMB\_WATER | |
53 | Cave Water Ambient | BGM\_AMB\_CHIKA | |
56 | Sky Wind Ambient | BGM\_AMB\_SKY | |
63 | Early MvsL Stage (Early grassland, unused) | BGM\_CHIJO | |
64 | World 1 | BGM\_WORLD1 | |
65 | World 2 | BGM\_WORLD2 | |
66 | World 3 | BGM\_WORLD3 | |
67 | World 4 | BGM\_WORLD4 | |
68 | World 5 | BGM\_WORLD5 | |
69 | World 6 | BGM\_WORLD6 | |
6A | World 7 | BGM\_WORLD7 | |
6B | World 8 | BGM\_WORLD8 | |
6C | End Credits | BGM\_ENDING | |
6D | Intro 1 | BGM\_OPENING\_DEMO1 | |
6E | Intro 2 | BGM\_OPENING\_DEMO2 | |
6F | Peach Fanfare | BGM\_KUPPACLEAR\_DEMO |
TODO: Expand this table to contain all files, splitting the table if needed
Files | Subfiles | Sub-sub-files | Usefulness |
---|---|---|---|
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* |
ID | Description |
---|---|
3E | Blue coin trail while event is active. |
46 | Causes the unused "faded circle" screen transition to be used when using an entrance or exit. **Unused** |
F3 | Partial Starman effects. **Unused?** |
F4 | Partial Mega Mushroom effects. **Unused?** |
EB | Make 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?** |
F7 | Locks 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?** |
Particle Id | In-Game Effect | Notes |
0 | toadsworth creates toad house block(s) – part 2 red toad house disappears – part 3 | |
1 | ||
2 | ||
3 | something in the intro | |
4 | ||
5 | whomp destroyed – part 1 | |
6 | whomp destroyed – part 2 | |
7 | whomp destroyed – part 3 | |
8 | ||
9 | whomp slams ground – part 1 | |
A | whomp slams ground – part 2 | |
B | whomp slams ground – part 3 | |
C | ||
D | mario jumps/lands on world map | also used for flying ? blocks, hammer bros and bowser jr on the world map? |
E | mario goes into castle on world map | |
F | ||
10 | ||
11 | something todo with end-of-boss cutscene or world map? | |
12 | ||
13 | bob-omb explodes - part 1 | sometimes spawned (off-screen?) on world map |
14 | bob-omb explodes - part 2 | sometimes spawned (off-screen?) on world map |
15 | bob-omb explodes - part 3 | |
16 | bob-omb explodes - part 4 | |
17 | bob-omb explodes - part 5 | |
18 | bob-omb explodes - part 6 | |
19 | bob-omb explodes - part 7 | |
1A | ||
1B | red toad house disappears – part 1 | |
1C | red toad house disappears – part 2 thwomp hits ground – part 1 | |
1D | thwomp hits ground – part 2 | |
1E | big thwomp hits ground – part 1 | |
1F | big thwomp hits ground – part 2 | |
20 | big thwomp hits ground – part 3 | |
21 | get mega mushroom – part 1 | |
22 | get mega mushroom – part 2 | |
23 | get mega mushroom – part 3 | |
24 | get mega mushroom – part 4 | |
25 | get mega mushroom – part 5 | |
26 | get mega mushroom – part 6 | |
27 | get mega mushroom – part 7 | |
28 | get mega mushroom – part 8 | |
29 | get mega mushroom – part 9 | |
2A | get mega mushroom – part 10 | |
2B | get mega mushroom – part 11 | |
2C | get mega mushroom – part 12 | |
2D | ||
2E | ||
2F | ||
30 | ||
31 | ||
32 | ||
33 | ||
34 | ||
35 | ||
36 | ||
37 | ||
38 | ||
39 | mega mario walks right – alternating with 3A | |
3A | mega mario walks right – alternating with 39 | |
3B | ||
3C | mega mario walks left – alternating with 3D | |
3D | mega mario walks left – alternating with 3C / goal fireworks related? – part 6 | |
3E | goal fireworks related? – part 7 | |
3F | goal fireworks related? – part 8 | |
40 | goal fireworks related? – part 9 | |
41 | goal fireworks related? – part 10 | |
42 | ||
43 | ||
44 | ||
45 | ||
46 | ||
47 | goal fireworks related? – part 1 | |
48 | goal fireworks related? – part 2 | |
49 | goal fireworks related? – part 3 | |
4A | goal fireworks related? – part 4 | |
4B | goal fireworks related? – part 5 | |
4C | splunkin stomped on for the second time – part 1 | |
4D | splunkin stomped on for the second time – part 2 | |
4E | splunkin stomped on for the second time – part 3 | |
4F | splunkin stomped on for the first time – part 1 | |
50 | splunkin stomped on for the first time – part 2 | |
51 | bowser 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 | ||
73 | jump onto cliff ledge from normal ground | |
74 | ||
75 | ||
76 | item/object appears/disappears – part 1 | |
77 | item/object appears/disappears – part 2 | |
78 | item/object appears/disappears – part 3 | |
79 | enemy/mega goomba “popped” – part 1 boss shutter piece spawned/destroyed – part part 1 bowser bridge piece destroyed – part 1 | |
7A | enemy/mega goomba “popped” – part 2 boss shutter piece spawned/destroyed – part part 2 bowser bridge piece destroyed – part 2 | |
7B | ||
7C | ||
7D | ||
7E | mario “twinkles” in distance after being fired by warp cannon | |
7F | ||
80 | ||
81 | ||
82 | ||
83 | ||
84 | ||
85 | ||
86 | run into enemy as mega mario | |
87 | ||
88 | ||
89 | ||
8A | ||
8B | ||
8C | ||
8D | ||
8E | ||
8F | ||
90 | ||
91 | ||
92 | ||
93 | ||
94 | ||
95 | blue coin collected | |
96 | mario breaks free from under fallen snow – part 1 | |
97 | mario breaks free from under fallen snow – part 2 | |
98 | ||
99 | ||
9A | ||
9B | ||
9C | ||
9D | mario stomps on Crowber – part 1 | |
9E | mario stomps on Crowber – part 2 | |
9F | mario does Drill Stomp straight down | |
A0 | bowser jr/blockhopper jumps/lands | |
A1 | object enters/exits lava – part 1 | |
A2 | object enters/exits lava – part 2 | |
A3 | object enters/exits poison water – part 1 | |
A4 | object enters/exits poison water – part 2 | |
A5 | object enters/exits water – part 1 | |
A6 | object enters/exits water – part 2 | |
A7 | ||
A8 | mario lands on soft cloud platform | |
A9 | mario lands on quicksand | |
AA | mario lands on sinking snow – part 1 | |
AB | mario lands on sinking snow – part 2 | |
AC | mario fireball hits enemy/wall – part 1 | |
AD | mario fireball hits enemy/wall – part 2 | |
AE | stomp on wiggler | |
AF | ||
B0 | ||
B1 | ||
B2 | kab-omb explodes – part 1 | |
B3 | kab-omb explodes – part 2 | |
B4 | kab-omb explodes – part 3 | |
B5 | ||
B6 | ground-pound on koopa troopa/buzzy beetle – part 1 | |
B7 | ground-pound on koopa troopa/buzzy beetle – part 2 | |
B8 | ground-pound on koopa troopa/buzzy beetle – part 3 | |
B9 | ground-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 | ||
CA | mario stomps lakitu | |
CB | mario lands in lakitu’s cloud | |
CC | ||
CD | ||
CE | ||
CF | ||
D0 | bill blaster fires bullet bill – part 1 | but not rotating bill blaster |
D1 | bill blaster fires bullet bill – part 2 | “ |
D2 | ground-pound on koopa troopa/buzzy beetle – part 5 | |
D3 | ground-pound on koopa troopa/buzzy beetle – part 6 | |
D4 | ||
D5 | ||
D6 | ||
D7 | ||
D8 | toadsworth creates toad house block(s) – part 1 | |
D9 | ||
DA | ||
DB | skeeter bomb enters water or maybe skeeter spawns bomb – part 3 | |
DC | skeeter bomb enters water or maybe skeeter spawns bomb – part 4 | |
DD | ||
DE | ||
DF | ||
E0 | ||
f8 | Mario ground pound Falling snow hits ground | |
E2 | Mario lands after triple jump Mario ground pounds on mummipokey | |
E3 | ||
E4 | mario goes out of water – part 1 | |
E5 | mario goes out of water – part 2 | |
E6 | mario goes out of water – part 3 | |
E7 | mario exits water – part 1 | |
E8 | mario exits water – part 2 | |
E9 | mario exits water – part 3 | |
EA | get red coin | |
EB | ||
EC | ||
ED | ||
EE | mario lands on ground in deep water – part 1 | |
EF | mario lands on ground in deep water – part 2 | |
F0 | ||
F1 | ||
F2 | ||
F3 | mario flies off Spin Block/out of tornado – part 1 | |
F4 | mario flies off Spin Block/out of tornado – part 2 | |
F5 | something todo with spinning/drill stomp – part 1 | |
F6 | something todo with spinning/drill stomp – part 2 | |
F7 | something todo with spinning/drill stomp – part 3 | |
F8 | get star coin – part 1 | |
F9 | get star coin – part 2 | |
FA | get 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 | ||
103 | mario does Drill Stomp when small mario | |
104 | mario wall jump from right – part 1 | |
105 | mario wall jump from right – part 2 | |
106 | mario wall jump from right – part 3 | |
107 | mario wall jump from left – part 1 | |
108 | mario wall jump from left – part 2 | |
109 | mario wall jump from left – part 3 | |
10A | ||
10B | ||
10C | mario lands on /starts to hang off of cliff edge | |
10D | ||
10E | mario goes into water in 1-A start section – part 1 cheepskipper enters/exits water – part 1 | |
10F | mario goes into water in 1-A start section – part 2 cheepskipper enters/exits water – part 2 | |
110 | mario goes into water in 1-A start section – part 3 spike pillar goes into water – part 1 | |
111 | spike pillar goes into water – part 2 | |
112 | ||
113 | cheepskipper enters/exits water – part 3 | |
114 | mario goes into water in 3-Castle boss room – part 1 | |
115 | mario goes into water in 3-Castle boss room – part 2 | |
116 | mario goes into water in 3-Castle boss room – part 3 | |
117 | mario punches fence – part 1 | |
118 | mario punches fence – part 2 |
Closest ASCII Character | Character ID | Character Used? | SFX ID | SFX Name | SFX Usage Outside of Credits |
---|---|---|---|---|---|
A | 0x0 | Yes | 0x34 | SE\_EMY\_KPJR\_DAMAGE\_V | Bowser Jr. stomped (voice) |
B | 0x1 | Yes | 0x35 | SE\_EMY\_KPJR\_CRY\_V | Bowser Jr. defeated |
C | 0x2 | Yes | 0x39 | SE\_EMY\_KPJR\_GUARD\_ON | Bowser Jr. go into shell |
D | 0x3 | Yes | 0x6e | SE\_EMY\_KURIBO\_FUMU | Stomp on enemy / Stomp on other player |
E | 0x4 | Yes | 0x6f | SE\_EMY\_KAME\_FUMU | Stomp on Koopa / Kab-omb / Skeeter (?) |
F | 0x5 | Yes | 0x70 | SE\_EMY\_KAME\_KERU | Enemy 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 |
G | 0x6 | Yes | 0xf5 | SE\_VOC\_OPDM\_YES | Player reacts to completion of logo |
H | 0x7 | Yes | 0xfa | SE\_VOC\_OPDM\_AWAWA\_01 | Player reacts to thunder strike |
I | 0x8 | Yes | 0x128 | SE\_OBJ\_GOAL\_HANABI | Goal firework |
J | 0x9 | Yes | 0x103 | SE\_AMB\_OPDM\_BABEL | Logo crashes down |
K | 0xa | Yes | 0x123 | SE\_OBJ\_GET\_DRAGON\_COIN | Get Star Coin |
L | 0xb | Yes | 0x10b | SE\_VOC\_OPDM\_PEACH\_HELP | |
M | 0xc | Yes | 0x166 | SE\_PLY\_CHANGE\_NORMAL | Turn back to normal from Mega |
N | 0xd | Yes | 0x14f | SE\_PLY\_HIP\_ATTACK\_M | Mini ground-pound |
O | 0xe | Yes | 0x149 | SE\_PLY\_JUMP\_3 | Mini Player jumps |
P | 0xf | Yes | 0x152 | SE\_PLY\_DOWN | Player loses a life |
Q | 0x10 | No | 0x153 | SE\_PLY\_SWIM | Player swim |
R | 0x11 | Yes | 0x168 | SE\_PLY\_THROW\_FIRE | Fire Player/Fire Bros – throw fireball |
S | 0x12 | Yes | 0x16c | SE\_OBJ\_GET\_COIN | Get coin |
T | 0x13 | Yes | 0x171 | SE\_OBJ\_DOKAN\_BREAK | Pipe/Bill Blaster smashed from the side as Mega Player |
U | 0x14 | Yes | 0x172 | SE\_PLY\_JUMPDAI | Jump on trampoline/Pot in final boss intro jumps |
V | 0x15 | Yes | 0x17b | SE\_SYS\_ONE\_UP | Get 1-up mushroom |
W | 0x16 | Yes | 0x17c | SE\_SYS\_ONE\_DOWN | Unused |
X | 0x17 | Yes | 0x1a9 | SE\_OBJ\_TSUBO\_BREAK | Pot in final boss intro shatters |
Y | 0x18 | Yes | 0x1ab | SE\_VOC\_M\_HOEE | Mario embarrassed after being kissed by peach |
Z | 0x19 | Yes | 0x1ad | SE\_VOC\_P\_THANK\_YOU | Peach thanks Player after battle |
a | 0x1a | Yes | 0x34 | SE\_EMY\_KPJR\_DAMAGE\_V | Bowser Jr. stomped (voice) |
b | 0x1b | Yes | 0x35 | SE\_EMY\_KPJR\_CRY\_V | Bowser Jr. defeated |
c | 0x1c | Yes | 0x39 | SE\_EMY\_KPJR\_GUARD\_ON | Bowser Jr. go into shell |
d | 0x1d | Yes | 0x6e | SE\_EMY\_KURIBO\_FUMU | Stomp on enemy / Stomp on other player |
e | 0x1e | Yes | 0x6f | SE\_EMY\_KAME\_FUMU | Stomp on Koopa / Kab-omb / Skeeter (?) |
f | 0x1f | Yes | 0x70 | SE\_EMY\_KAME\_KERU | Enemy 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 |
g | 0x20 | Yes | 0xf5 | SE\_VOC\_OPDM\_YES | Player reacts to completion of logo |
h | 0x21 | Yes | 0xfa | SE\_VOC\_OPDM\_AWAWA\_01 | Player reacts to thunder strike |
i | 0x22 | Yes | 0x128 | SE\_OBJ\_GOAL\_HANABI | Goal firework |
j | 0x23 | Yes | 0x103 | SE\_AMB\_OPDM\_BABEL | Logo crashes down |
k | 0x24 | Yes | 0x123 | SE\_OBJ\_GET\_DRAGON\_COIN | Get Star Coin |
l | 0x25 | Yes | 0x10b | SE\_VOC\_OPDM\_PEACH\_HELP | |
m | 0x26 | Yes | 0x166 | SE\_PLY\_CHANGE\_NORMAL | Turn back to normal from Mega |
n | 0x27 | Yes | 0x14f | SE\_PLY\_HIP\_ATTACK\_M | Mini ground-pound |
o | 0x28 | Yes | 0x149 | SE\_PLY\_JUMP\_3 | Mini Player jumps |
p | 0x29 | Yes | 0x152 | SE\_PLY\_DOWN | Player loses a life |
q | 0x2a | Yes | 0x153 | SE\_PLY\_SWIM | Player swim |
r | 0x2b | Yes | 0x168 | SE\_PLY\_THROW\_FIRE | Fire Player/Fire Bros – throw fireball |
s | 0x2c | Yes | 0x16c | SE\_OBJ\_GET\_COIN | Get coin |
t | 0x2d | Yes | 0x171 | SE\_OBJ\_DOKAN\_BREAK | Pipe/Bill Blaster smashed from the side as Mega Player |
u | 0x2e | Yes | 0x172 | SE\_PLY\_JUMPDAI | Jump on trampoline/Pot in final boss intro jumps |
v | 0x2f | Yes | 0x17b | SE\_SYS\_ONE\_UP | Get 1-up mushroom |
w | 0x30 | Yes | 0x17c | SE\_SYS\_ONE\_DOWN | Unused |
x | 0x31 | No | 0x1a9 | SE\_OBJ\_TSUBO\_BREAK | Pot in final boss intro shatters |
y | 0x32 | Yes | 0x1ab | SE\_VOC\_M\_HOEE | Mario embarrassed after being kissed by peach |
z | 0x33 | Yes | 0x1ad | SE\_VOC\_P\_THANK\_YOU | Peach thanks Player after battle |
À | 0x34 | No | 0x36 | SE\_EMY\_KPJR\_UH | Bowser Jr. “wakes up” after battle |
Á | 0x35 | No | 0x37 | SE\_EMY\_KPJR\_LAND | Bowser Jr. land after jump attack |
 | 0x36 | No | 0x3b | SE\_EMY\_KPJR\_GUARD\_OFF | Bowser Jr. stop hiding in shell |
Ä | 0x37 | No | 0x3c | SE\_EMY\_KPJR\_DAMAGE | Bowser Jr. stomped |
Ç | 0x38 | No | 0x3d | SE\_EMY\_KPJR\_PURUPURU | Bowser Jr. shakes head after waking up after battle |
È | 0x39 | No | 0x77 | SE\_EMY\_KAME\_HIT\_7 | Defeat 7th and subsequent enemy in a row while sliding |
É | 0x3a | No | 0xf6 | SE\_VOC\_OPDM\_UN\_01 | Player looks up at logo |
Ê | 0x3b | No | 0xfc | SE\_VOC\_OPDM\_AWAWA\_02 | |
Ë | 0x3c | No | 0xff | SE\_VOC\_OPDM\_HOEE | |
Ì | 0x3d | No | 0x10a | SE\_VOC\_OPDM\_PEACH\_CRY | |
Í | 0x3e | No | 0x101 | SE\_AMB\_OPDM\_WARBLE | Intro birds |
Î | 0x3f | No | 0x102 | SE\_AMB\_OPDM\_THUNDER | Thunder strike on castle |
Ï | 0x40 | No | 0x104 | SE\_EMY\_OPDM\_KPJR\_FOOT | Bowser Jr. sneaks up on peach |
Ñ | 0x41 | No | 0x109 | SE\_PLY\_OPDM\_MA\_HIT | |
Ò | 0x42 | No | 0x10d | SE\_OBJ\_OPDM\_NEW\_FALL | |
Ó | 0x43 | No | 0x10e | SE\_OBJ\_OPDM\_NEW\_SET | |
Ô | 0x44 | No | 0x10f | SE\_OBJ\_OPDM\_LOGO\_FALL\_L | |
Ö | 0x45 | No | 0x110 | SE\_OBJ\_OPDM\_LOGO\_FALL\_S | |
Ù | 0x46 | No | 0x170 | SE\_OBJ\_COIN\_BOUND | Loose coin hit ground |
Ú | 0x47 | No | 0x174 | SE\_OBJ\_ITEM\_APPEAR | Item out of block |
Û | 0x48 | No | 0x13a | SE\_SYS\_MID\_POINT | Pass checkpoint |
Ü | 0x49 | No | 0x13e | SE\_SYS\_HURRY\_UP | |
ß | 0x4a | No | 0x14d | SE\_PLY\_HIP\_ATTACK | Ground-pound hits ground / Ground-pound hits other player |
à | 0x4b | No | 0x36 | SE\_EMY\_KPJR\_UH | Bowser Jr. “wakes up” after battle |
á | 0x4c | No | 0x37 | SE\_EMY\_KPJR\_LAND | Bowser Jr. land after jump attack |
â | 0x4d | No | 0x3b | SE\_EMY\_KPJR\_GUARD\_OFF | Bowser Jr. stop hiding in shell |
ä | 0x4e | No | 0x3c | SE\_EMY\_KPJR\_DAMAGE | Bowser Jr. stomped |
ç | 0x4f | No | 0x3d | SE\_EMY\_KPJR\_PURUPURU | Bowser Jr. shakes head after waking up after battle |
è | 0x50 | No | 0x77 | SE\_EMY\_KAME\_HIT\_7 | Defeat 7th and subsequent enemy in a row while sliding |
é | 0x51 | No | 0xf6 | SE\_VOC\_OPDM\_UN\_01 | Player looks up at logo |
ê | 0x52 | No | 0xfc | SE\_VOC\_OPDM\_AWAWA\_02 | |
ë | 0x53 | No | 0xff | SE\_VOC\_OPDM\_HOEE | |
ì | 0x54 | No | 0x10a | SE\_VOC\_OPDM\_PEACH\_CRY | |
í | 0x55 | No | 0x101 | SE\_AMB\_OPDM\_WARBLE | Intro birds |
î | 0x56 | No | 0x102 | SE\_AMB\_OPDM\_THUNDER | Thunder strike on castle |
ï | 0x57 | No | 0x104 | SE\_EMY\_OPDM\_KPJR\_FOOT | Bowser Jr. sneaks up on peach |
ñ | 0x58 | No | 0x109 | SE\_PLY\_OPDM\_MA\_HIT | |
ò | 0x59 | No | 0x10d | SE\_OBJ\_OPDM\_NEW\_FALL | |
ó | 0x5a | No | 0x10e | SE\_OBJ\_OPDM\_NEW\_SET | |
ô | 0x5b | No | 0x10f | SE\_OBJ\_OPDM\_LOGO\_FALL\_L | |
ö | 0x5c | No | 0x110 | SE\_OBJ\_OPDM\_LOGO\_FALL\_S | |
ù | 0x5d | No | 0x170 | SE\_OBJ\_COIN\_BOUND | Loose coin hit ground |
ú | 0x5e | No | 0x174 | SE\_OBJ\_ITEM\_APPEAR | Item out of block |
û | 0x5f | No | 0x13a | SE\_SYS\_MID\_POINT | |
ü | 0x60 | No | 0x13e | SE\_SYS\_HURRY\_UP | |
. | 0x61 | No | 0x15b | SE\_PLY\_FOOTNOTE\_H | |
• | 0x62 | No | 0x15e | SE\_PLY\_FOOTNOTE\_H | |
\_ | 0x63 | No | 0x16a | SE\_PLY\_CHANGE\_SMALL | Enter/exit pipe / Enter warp / lose powerup |
- | 0x64 | No | 0x163 | SE\_PLY\_CHANGE\_BIG | Get powerup / Collect Starman as Mega Player |
\[another type of line\] | 0x65 | No | 0x167 | SE\_PLY\_CHANGE\_MAME | Become mini |
& | 0x66 | Yes | 0x177 | SE\_OBJ\_BLOCK\_BREAK | Player 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 |
' | 0x67 | Yes | 0x178 | SE\_PLY\_STAR\_ATTACK | Mega Player touch enemy/Big Player touch Mini Goomba / Big Unagi destroy block / Broozer destroy block |
**Name** | **Value** | **anmFile** | **anmName** |
Idle | 0x00 | plmario | wait |
WalkSlow | 0x01 | plmario | walk |
Walk | 0x02 | plmario | run |
Dash | 0x03 | pl | b\_dash |
DashFast | 0x04 | pl | b\_dash2 |
Jump | 0x05 | pl | jump |
JumpFall | 0x06 | pl | jump2 |
JumpLand | 0x07 | pl | jumped |
TripleJump\_unused | 0x08 | pl | 2jump1 |
TripleJumpFall | 0x09 | pl | 2jump2 |
TripleJumpLand | 0x0A | pl | 2jumped; also used as DoubleJumpLand |
TripleJump | 0x0B | pl | roll\_jump |
Skid | 0x0C | pl | turn |
SkidTurn | 0x0D | pl | trned |
GroundPoundRoll | 0x0E | pl | hipsr |
GroundPoundFall | 0x0F | pl | hipat |
GroundPoundLand | 0x10 | pl | hiped |
Crouched | 0x11 | pl | stoop |
ThrowFireball | 0x12 | pl | fire\_at |
SlipBumpFall | 0x13 | pl | sdown |
Sliding | 0x14 | plnovs | slip |
StandUp | 0x15 | pl | sliped |
SlipFall | 0x16 | plnovs | slipla |
DiveLand | 0x17 | plnovs | sldctslpbk |
DiveSlide | 0x18 | plnovs | lost |
DiveStandUp | 0x19 | plnovs | roll (static) |
RollPose | 0x1A | pl | roll (loop) |
Roll | 0x1B | pl | carry\_start |
CarryStart | 0x1C | pl | carry\_wait |
CarryIdle | 0x1D | pl | carry\_walk |
CarryWalk | 0x1E | pl | carry\_throw |
CarryThrow | 0x1F | pl | scale\_up |
MegaGrow | 0x20 | pl | wimp |
Walljump | 0x21 | pl | wsld |
WallSlide | 0x22 | pl | swim\_in; possibly unused |
SwimStart | 0x23 | plnovs | swim\_wait |
SwimIdle | 0x24 | plnovs | paddle\_1 |
SwimIdle1 | 0x25 | plnovs | swim |
Swim\_legs | 0x26 | plnovs | paddle\_2 |
SwimPaddle2 | 0x27 | plnovs | paddle\_end |
SwimPaddleEnd | 0x28 | plnovs | tree\_start |
PoleGrab | 0x29 | plnovs | tree\_wait |
PoleIdle | 0x2A | plnovs | tree\_wait |
PoleClimb | 0x2B | plnovs | tree\_climb |
PoleSlide | 0x2C | plnovs | tree\_pose |
PushedFall | 0x2D | pl | shfdn |
Push | 0x2E | pl | push |
SpinJump | 0x2F | pl | spin\_jump |
SpinJumpLand | 0x30 | pl | spin\_jump\_end |
CeilingRopeGrab | 0x31 | plnovs | monkey\_start |
CeilingRopeRightHandGrab | 0x32 | plnovs | monkey\_wait\_r |
CeilingRopeLeftHandGrab | 0x33 | plnovs | monkey\_wait\_l |
CeilingRopeRightHandMove | 0x34 | plnovs | monkey\_r\_to\_l |
CeilingRopeLeftHandMove | 0x35 | plnovs | monkey\_l\_to\_r |
LavaDamageJump | 0x36 | plnovs | firejmp |
CrouchStart | 0x37 | pl | squat\_start |
SwimCarry | 0x38 | plnovs | swim\_carry |
SwimPaddleCarry | 0x39 | plnovs | paddle\_carry |
SwimThrow | 0x3A | plnovs | swim\_throw |
BumpedNormal | 0x3B | pl | sfbdn |
BumpedHard | 0x3C | pl | sffdn |
CannonShoot | 0x3D | pl | shoot |
Shocked | 0x3E | plnovs | e\_shock |
ShockedFall | 0x3F | plnovs | e\_down: unused |
TightropeWalk | 0x40 | plnovs | rope\_walk |
MegaWalk | 0x41 | pl2 | big\_walk |
MegaJump | 0x42 | pl2 | big\_jump\_st |
MegaJumpLand | 0x43 | pl2 | big\_jump\_ed |
MegaGroundPoundRoll | 0x44 | pl2 | big\_hip\_st |
MegaGroundPoundFall | 0x45 | pl2 | big\_hip\_at |
MegaGroundPoundLand | 0x46 | pl2 | big\_hip\_ed |
LedgeStand | 0x47 | plnovs | wall\_wait |
LedgeStandMoveLeft | 0x48 | plnovs | wall\_walk\_l |
LedgeStandMoveRight | 0x49 | plnovs | wall\_walk\_r |
LedgeStandClimbDown | 0x4A | plnovs | hang\_start |
LedgeGrabClimbUp | 0x4B | plnovs | hang\_up |
LedgeGrabIdle | 0x4C | plnovs | hang\_wait |
LedgeGrabMoveLeft | 0x4D | plnovs | hang\_walk\_l |
LedgeGrabMoveRight | 0x4E | plnovs | hang\_walk\_r |
VineRopeIdle | 0x4F | plnovs | rope\_swing |
SpinDrill | 0x50 | pl2 | spin\_jump2 |
JumpCombo2 | 0x51 | pl2 | jump\_b |
JumpCombo3 | 0x52 | pl2 | jump\_c |
JumpCombo4\_kick | 0x53 | pl2 | jump\_d |
LongJump | 0x54 | pl2 | jump\_b\_1 |
LongJumpFall | 0x55 | pl2 | jump\_b\_2 |
DoubleJump | 0x56 | pl2 | 2jmp\_c\_1 |
DoubleJumpFall | 0x57 | pl2 | 2jmp\_c\_2 |
BackflipJump | 0x58 | pl2 | 2jmp\_d\_1; possibly unused |
BackflipJumpFall | 0x59 | pl2 | 2jmp\_d\_2 |
UnknownStarJump | 0x5A | pl2 | 2jmp\_e\_1 |
UnknownStarJumpFall | 0x5B | pl2 | 2jmp\_e\_2 |
JumpCombo5\_twirl | 0x5C | pl2 | jump\_e |
PipeEntrance | 0x5D | pl2 | low\_walk |
DeadFall | 0x5E | pl2 | dead |
DeadPose | 0x5F | pl2 | dead\_pose |
GoalJump | 0x60 | plnovs | goal\_jump |
GoalCap | 0x61 | plnovs | goal\_puton\_cap |
DoorWalk | 0x62 | pl2 | door\_walk |
BattleGoalJump | 0x63 | plnovs | bt\_goal\_jmp |
BattleGoalOut | 0x64 | plnovs | bt\_goal\_out |
MegaJumpFall | 0x65 | pl2 | big\_jmp\_2 |
TightropeIdle | 0x66 | plnovs | rope\_wait |
TightropeJumpLand | 0x67 | plnovs | rope\_jump\_ed |
MiniWalk | 0x68 | pl2 | zero\_g\_walk |
MiniJump | 0x69 | pl2 | zero\_g\_jump |
MiniJumpFall | 0x6A | pl2 | zero\_g\_jump2 |
MiniJumpLand | 0x6B | pl2 | zero\_g\_jump\_ed |
UnusedSpinJumpOff | 0x6C | pl2 | spin\_jump\_off; possibly unused |
UnusedSpinJump | 0x6D | pl2 | spin\_jump\_st |
Shell | 0x6E | pl2 | shell\_in |
StarRoll | 0x6F | pl2 | star\_roll |
FenceMoveVertical | 0x70 | plnovs | net\_walk1 |
FenceIdle | 0x71 | plnovs | net\_wait |
UnusedDamageFall | 0x72 | plnovs | e\_damage1 |
UnusedDamageLand | 0x73 | plnovs | e\_damage2 |
FenceSlam | 0x74 | plnovs | net\_attack |
FenceMoveHorizontal | 0x75 | plnovs | net\_walk2 |
LedgeJump | 0x76 | plnovs | w\_jump1 |
LedgeJumpFall | 0x77 | plnovs | w\_jump2 |
LedgeJumpLand | 0x78 | plnovs | w\_jump\_ed |
LedgeGrab | 0x79 | plnovs | jump\_hang |
SwimWalk | 0x7A | plnovs | swim\_walk |
SwimStanding | 0x7B | plnovs | swim\_standing |
Buried | 0x7C | plnovs | buried |
BuriedStandUp | 0x7D | plnovs | buried\_ed |
BuriedFall | 0x7E | plnovs | buried\_st |
BuriedDamage | 0x7F | plnovs | buried\_damage |
MegaSitCrouch | 0x80 | pl2 | big\_hip\_squat |
WaterDeadFall | 0x81 | plnovs | swim\_dead |
TightropeUnbalanced | 0x82 | plnovs | rope\_wait2 |
MegaIdle | 0x83 | pl2 | big\_wait |
BossCallPeach | 0x84 | plnovs | find |
BossStarePeach | 0x85 | plnovs | find\_loop |
BossReactPeach | 0x86 | plnovs | find\_surprise |
BossWin | 0x87 | plnovs | boss\_key\_get |
MegaWin | 0x88 | plnovs | big\_goal |
FinalBossEnd | 0x89 | plnovs | m\_kiss |
FinalBossPeach | 0x8A | plnovs | m\_fall\_wait |
FinalBossCap | 0x8B | plnovs | m\_escort |
FinalBossKiss | 0x8C | plnovs | m\_shy |
GoalJumpLand | 0x8D | plnovs | goal\_jump\_ed |
BossIdle | 0x8E | plnovs | bt\_wait |
BossStartled | 0x8F | plnovs | bt\_surprise |
BeanStalkMove | 0x90 | plnovs | pea\_plant |
BeanStalkGrab | 0x91 | plnovs | pea\_plant\_st |
BeanStalkIdle | 0x92 | plnovs | pea\_plant\_wait |
BowserJrWin | 0x93 | plnovs | jr\_clear |
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 MvsLObject ID | Actor Name |
---|---|
23 | Pipe Piranha Plant (Facing up) |
24 | Pipe Piranha Plant (Facing down) |
25 | Pipe Piranha Plant (Facing right) |
26 | Pipe Piranha Plant (Facing left) |
27 | Bill Blaster (Bullet Bill launcher) |
28 | Bob-omb |
71 | Stonewall moving up & down |
72 | Stonewall moving left & right |
95 | Spin Block |
148 | Goomba |
149 | Koopa Troopa |
210 | MvsL Big Star |
Object ID | Object Name | Compatibility | Notes |
0 | Crash Object (Player Actor) | Crash | Needs the clone code hack |
1 | Crash Object (Player Actor) | Crash | Needs the clone code hack |
2 | Crash Object (Player Actor) | Crash | Needs the clone code hack |
3 | Crash Object (Player Actor) | Crash | Needs the clone code hack |
4 | Crash Object (Player Actor) | Crash | Needs the clone code hack |
5 | Crash Object (Player Actor) | Crash | Needs the clone code hack |
6 | Crash Object (Player Actor) | Crash | Needs the clone code hack |
7 | Crash Object (Player Actor) | Crash | Needs the clone code hack |
8 | Crash Object (Player Actor) | Crash | Needs the clone code hack |
9 | Crash Object (Player Actor) | Crash | Needs the clone code hack |
10 | Nothing | N/A | Technically works due to it being nothing |
11 | Nothing | N/A | Technically works due to it being nothing |
12 | Nothing | N/A | Technically works due to it being nothing |
13 | Nothing | N/A | Technically works due to it being nothing |
14 | Nothing | N/A | Technically works due to it being nothing |
15 | Nothing | N/A | Technically works due to it being nothing |
16 | Nothing | N/A | Technically works due to it being nothing |
17 | Nothing | N/A | Technically works due to it being nothing |
18 | Nothing | N/A | Technically works due to it being nothing |
19 | Nothing | N/A | Technically works due to it being nothing |
20 | Defunct Actor 22 | N/A | If using the Actor Spawner code hack it works |
21 | Mega Goomba | Works | If using Boss Particle code hack |
22 | Hammer Brother from map | N/A | MvsL is missing a world map so... |
23 | Pipe Piranha Plant (facing up) | Works | |
24 | Pipe Piranha Plant (facing down) | Works | |
25 | Pipe Piranha Plant (facing right) | Works | |
26 | Pipe Piranha Plant (facing left) | Works | |
27 | Bill Blaster (Bullet Bill launcher) | Works | |
28 | Bob-omb | Works | |
29 | Princess Peach | Works | |
30 | Monty Tank | Works | If using Boss Particle code hack |
31 | Cheep Cheep | Works | |
32 | Goal Pole's Flag | Works | |
33 | Trampoline (portable springboard) | Crash | |
34 | Red Ring | Crash | |
35 | Final Bowser Controller | Crash | |
36 | Thwomp | Works | |
37 | Spiny | Works | |
38 | Boo | Works | |
39 | Castle boss controller | Partial | Some of the options crash the game, you can use a switch instead. |
40 | Lakitu (unused object) | Works | |
41 | Bowser bridge switch | Works | Loads, but graphics are not loaded correctly |
42 | Chain Chomp/Log | Works | |
43 | Chain Chomp (unused object) | Works | |
44 | Fire Snake (unused Actor 46) | Works | |
45 | Respawnable Hidden Block | Works | |
46 | Event controller - activates Spiked Ball when touched by Snake Block | Works | |
47 | Lakithunder | Works | |
48 | Aquatic bubble current (up) | Works | |
49 | Aquatic bubble current (down) | Works | |
50 | Aquatic bubble current (right) | Works | |
51 | Aquatic bubble current (left) | Works | |
52 | Buzzy Beetle | Works | |
53 | Dry Bones | Works | |
54 | Lava Bubble (Podoboo) | Works | |
55 | Bullet Bill Spawner | Works | |
56 | Fire Bar | Works | |
57 | Coin | Works | |
58 | Bowser | Works | |
59 | Hammer Brother | Works | |
60 | Nothing | N/A | Technically works due to it being nothing |
61 | Nothing | N/A | Technically works due to it being nothing |
62 | Big Bowser (unused object) | Works | |
63 | Dry Bowser | Works | |
64 | Whomp | Works | |
65 | Cheepskipper | Works | |
66 | P Switch | Works | Graphics are not loaded correctly |
67 | Sushi (shark) | Works | |
68 | Lift moving up and down | Works | |
69 | Lift moving left and right | Works | |
70 | Rotating log lift (unused actor) | Works | |
71 | Stonewall moving up and down | Works | |
72 | Stonewall moving left and right | Works | |
73 | Wobbly metal lift | Works | |
74 | Wobble Rock | Works | |
75 | Seesaw lift | Works | |
76 | Scale lift | Works | |
77 | Flimsy Lift (falls once touched) | Works | |
78 | Lift moving one way once stood on | Works | |
79 | Three-platform rickshaw lift (rotates in place by self) | Works | |
80 | Lift spawner | Works | |
81 | Nothing | N/A | Technically works due to it being nothing |
82 | Rotating rectangle lift | Works | |
83 | Self-activating block | Works | |
84 | Zoom | Works | |
85 | Flip fence (duplicate object) | Works | |
86 | Rotating triangle lift | Works | |
87 | Nothing | N/A | Technically works due to it being nothing |
88 | Brick Block containing P Switch | Works | P-Switch graphics are not loaded correctly |
89 | Snailicorn | Works | |
90 | Wiggler | Works | |
91 | Track-controlled lift | Works | |
92 | Unagi (eel) | Works | |
93 | Arrow signboard | Works | |
94 | Swooper | Works | |
95 | Spin Block | Works | |
96 | Seaweed | Works | |
97 | Nothing | N/A | Technically works due to it being nothing |
98 | Camera vertical scrolling | N/A | |
99 | Four-platform rickshaw lift | Works | |
100 | Vertical camera offset (unused actor) | N/A | |
101 | Event controller - view enter | Works | |
102 | Spiked Ball | Works | |
103 | Dorrie | Works | |
104 | Tweester (Tornado) | Works | |
105 | Whirlpool | Works | |
106 | Red Coin | Crashes | |
107 | ? Switch | Works | Graphics are not loaded correctly |
108 | ! Switch | Works | Graphics are not loaded correctly |
109 | Amp | Works | |
110 | Brick Block containing !-Switch | Works | !-Switch graphics are not loaded correctly |
111 | Floating log | Works | |
112 | Nothing | N/A | Technically works due to it being nothing |
113 | Cheep Chomp | Works | |
114 | Burner (Small) | Works | |
115 | Large Spiked Ball | Works | |
116 | Skeeter (Water Bug) | Works | Causes a desync however |
117 | Map Flying ? Block | N/A | |
118 | Burner | Works | |
119 | Swinging lift (pendulum-like) | Works | |
120 | Grounded Piranha Plant | Works | |
121 | Nothing | N/A | Technically works due to it being nothing |
122 | Big Grounded Piranha Plant | Works | |
123 | Grounded Fire Piranha Plant | Works | |
124 | Large grounded Fire Piranha Plant | Works | |
125 | Defunct Actor 229 | N/A | |
126 | Drawbridge lift | Works | |
127 | Big four-platform rickshaw lift | Works | |
128 | Warp Cannon | Works | |
129 | Boss Key Location | Works | |
130 | Jumping Cheep Cheep | Works | |
131 | Checkpoint - vertical | Works | Does the animation but doesn't set anything |
132 | Checkpoint | Works | Does the animation but doesn't set anything |
133 | Nothing | N/A | Technically works due to it being nothing |
134 | Nothing | N/A | Technically works due to it being nothing |
135 | Nothing | N/A | Technically works due to it being nothing |
136 | Pokey | Works | |
137 | Nothing | N/A | Technically works due to it being nothing |
138 | Nothing | N/A | Technically works due to it being nothing |
139 | Nothing | N/A | Technically works due to it being nothing |
140 | Boss Key | Works | |
141 | Swelling ground | Works | |
142 | Tightrope | Works | |
143 | Spiked ? Block (unused actor 251) | Crashes | |
144 | Spiked ? Block | Crashes | |
145 | Spiked ? Block (unused actor 253) | Crashes | |
146 | Ground-pound panel | Works | |
147 | Bump from below platform | Works | |
148 | Goomba | Works | |
149 | Koopa Troopa | Works | |
150 | Koopa Paratroopa | Works | |
151 | Nothing | N/A | Technically works due to it being nothing |
152 | Event trigger block | Crash | |
153 | Nothing | N/A | Technically works due to it being nothing |
154 | Nothing | N/A | Technically works due to it being nothing |
155 | Special exit controller (warp entrance) | Crash | Sometimes just corrupts graphics and does nothing |
156 | Nothing | N/A | Technically works due to it being nothing |
157 | Fire Brother | Partial | Causes a desync |
158 | Boomerang Brother | Partial | Causes a desync |
159 | Nothing | N/A | Technically works due to it being nothing |
160 | Nothing | N/A | Technically works due to it being nothing |
161 | Nothing | N/A | Technically works due to it being nothing |
162 | Mushroom Platform lift | Works | |
163 | Nothing | N/A | Technically works due to it being nothing |
164 | Event controller - "AND" | Works | |
165 | Event controller - "OR" (If X OR Y, do Z) | Works | |
166 | Event controller - "RANDOM" | Works | |
167 | Event controller - chainer (If X, do Y) | Works | |
168 | Event controller - "IF" (uses zones) | Works | |
169 | Spin Block (unused Actor 255) | N/A | Doesn't spawn |
170 | Nothing | N/A | Technically works due to it being nothing |
171 | Spin Block (unused Actor 256) | N/A | Doesn't Spawn |
172 | Nothing | N/A | Technically works due to it being nothing |
173 | Swinging/able rope | Works | |
174 | Mushroom Platform lift | Works | |
175 | Bouncy bricks (Unused) | Works | |
176 | Nothing | N/A | Technically works due to it being nothing |
177 | Nothing | N/A | Technically works due to it being nothing |
178 | Nothing | N/A | Technically works due to it being nothing |
179 | Nothing | N/A | Technically works due to it being nothing |
180 | Climbing Koopa | Works | |
181 | Nothing | N/A | Technically works due to it being nothing |
182 | Nothing | N/A | Technically works due to it being nothing |
183 | Lakitu spawner | Works | |
184 | Nothing | N/A | Technically works due to it being nothing |
185 | Cheep Cheep random spawner | Works | |
186 | Paragoomba | Works | |
187 | Balance lift | Works | |
188 | Nothing | N/A | Technically works due to it being nothing |
189 | Pipe Cannon | Works | Desynchronizes the game |
190 | Nothing | N/A | Technically works due to it being nothing |
191 | Hanging Bouncing ? Block | Works | |
192 | Coin Spawner (unused actor) | Crash | |
193 | Big Dry Bones | Works | |
194 | Big Thwomp | Works | |
195 | 0 Stick to bottom length activator left | Works | |
196 | 0 Stick to bottom length activator right | Works | |
197 | Tile Creator/Destroyer (Tile God) | Crash | |
198 | In air vertical scroll stop left | N/A | |
199 | In air vertical scroll stop right | N/A | |
200 | Nothing | N/A | Technically works due to it being nothing |
201 | Nothing | N/A | Technically works due to it being nothing |
202 | Nothing | N/A | Technically works due to it being nothing |
203 | Unused Purple Mushroom Platform Lift | Works | |
204 | Fire Snake | Works | |
205 | Flame Chomp Spawner | Works | |
206 | Ghost house goo | Works | |
207 | Big Cheep Cheep | Works | |
208 | Nothing | N/A | Technically works due to it being nothing |
209 | Sledge Brother | Works | Causes a desync however |
210 | MvsL Battle Star | Works | Who would've thought |
211 | Blooper | Works | |
212 | Blooper Nanny (unused actor 144) | Works | |
213 | Blooper Nanny that w/ Baby Bloopers | Works | |
214 | Nothing | N/A | Technically works due to it being nothing |
215 | Nothing | N/A | Technically works due to it being nothing |
216 | Nothing | N/A | Technically works due to it being nothing |
217 | Nothing | N/A | Technically works due to it being nothing |
218 | Auto-scrolling controller | Works | If the players spawn in the same position after respawning it stops working |
219 | Spike Top | Works | |
220 | Bowser Jr. | Works | |
221 | Nothing | N/A | Technically works due to it being nothing |
222 | Mini Goomba | Works | |
223 | Flip fence | Works | |
224 | Big flip fence | Works | |
225 | Nothing | N/A | Technically works due to it being nothing |
226 | Scuttlebug | N/A | |
227 | Moneybag | Works | |
228 | Roulette Block | Crash | |
229 | Petey Piranha | Works | |
230 | Nothing | N/A | Technically works due to it being nothing |
231 | Water | Works | |
232 | Hanging ? Block | Works | |
233 | Swinging/able pole | Works | |
234 | Lava | Partial | Causes a desync, line the top with lava tiles |
235 | Star Coin | Crash | |
236 | Rotating square lift | Works | |
237 | Broozer | Works | |
238 | Purple Mushroom Platform lift | Works | |
239 | Yellow/Orange Mushroom Platform | Works | |
240 | Nothing | N/A | Technically works due to it being nothing |
241 | Bill Blaster Turret | Works | |
242 | Blue Mushroom Platform | Works | |
243 | Roof Spiny | Works | |
244 | Bouncy Mushroom Platform | Works | |
245 | Corked Pipe + foot pump | Crashes | |
246 | Floating barrel | Works | |
247 | Sushi spawner (shark spawner) | Works | |
248 | Balloon Boo | Works | |
249 | Track-controlled wall-jump lift | Works | |
250 | Crowber | Works | |
251 | Big Unagi | Crash | |
252 | Banzai Bill Blaster | Works | |
253 | Nothing | N/A | Technically works due to it being nothing |
254 | Kab-omb | Works | |
255 | Jungle FG Effect (Unused Actor) | Works | |
256 | Rotating carry-through-wall turntable-like lift | Works | |
257 | Coin trail Cheep Cheep | Works | |
258 | Spike Bass (unused object) | Works | |
259 | Poisoned Water | Partial | Causes desync |
260 | Fast Spike Pillar - Down | Works | |
261 | Fast Spike Pillar - Up | Works | |
262 | Fast Spike Pillar - Left | Works | |
263 | Fast Spike Pillar - Right | Works | |
264 | Mega Ground Pound's sky drops + | Crash | |
265 | Phantom Hand (Pointing hand) | Works | |
266 | Invisible Lava Bubble (unused actor) | Works | |
267 | Nothing | N/A | Technically works due to it being nothing |
268 | Underwater bounce bubble | Works | |
269 | Giant Wiggler | Works | |
270 | Smashed pipe object | Works | |
271 | Crowber spawner | Works | |
272 | Snowy branch | Works | |
273 | Snow Spike | Works | |
274 | Sinking-snow pile | Works | |
275 | Blockhopper | Partial | Desyncs |
276 | Scroll and Mario stop sideways | Works | |
277 | Arrow sign | Works | |
278 | Groundpound-able ghost house goo | Works | |
279 | Flipper (one-way gate) | Works | |
280 | Horizontal camera offset | N/A | Not sure how this object works |
281 | Squiggler | Works | |
282 | Swinging/able vine | Works | |
283 | Spike Bass spawner | Works | |
284 | Splunkin (pumpkin) | Works | |
285 | Scuttlebug spawner | N/A | |
286 | Event controller - multi-chainer | Works | |
287 | Enemy-in-Pipe Generator | Works | |
288 | Nothing | N/A | Technically works due to it being nothing |
289 | Platform Block (expandable block) | Works | Doesn't respawn if it turns into bricks and you collect a battle star. |
290 | Flying ? Block | Crash | Black screen |
291 | Brick Block containing ? Switch | Works | ? Switch graphics are not loaded correctly |
292 | Event Activated Door | Works | |
293 | Touching ground vertical scroll stop left | Works | |
294 | Touching ground vertical scroll stop right | Works | |
295 | Mummipokey | Works | Use a P-Switch |
296 | Lift moving left and right | Works | |
297 | Stonewall moving left and right | Works | |
298 | Stonewall moving u, d, l, r | Works | |
299 | Snake Block | Works | |
300 | Haunted lift | Works | |
301 | Toadsworth | Works | Only freezes Mario for a few seconds, and Luigi can roam freely. Background chooser will break because of BMG differences. |
302 | Toad House block | Doesn't work | Garble graphics. |
303 | Ball 'n' Chain | Works | |
304 | Spike Pillar - down | Works | |
305 | Final Castle Create Loop | N/A | I have no idea how this works. |
306 | Final Castle Wrong Path | N/A | I have no idea how this works. |
307 | Spike Pillar - up | Works | |
308 | Spike Pillar - left | Works | |
309 | Spike Pillar - right | Works | |
310 | Fog FG effect | Partial | Graphics are not loaded correctly |
311 | Snow FG effect 1 | Works | |
312 | Rise or lower while/once on Mushroom Platform lift - mechanical | Works | |
313 | Snow FG effect 2 | Works | |
314 | Snow FG effect 3 | Works | |
315 | Cloud FG effect | Partial | Graphics are not loaded correctly |
316 | Water FG effect 1 | Works | |
317 | Water FG effect 2 | Works | |
318 | Fire FG effect 1 | Works | |
319 | Fire FG effect 2 | Works | |
320 | Fire FG effect 3 | Works | |
321 | Light FG Effect 1 | N/A | |
322 | Light FG Effect 2 | Works | |
323 | Squishy cloud platform | Works | Both players can interact with it at the same time |
324 | Grassland Clouds FG effect | Partial | Graphics are not loaded correctly |
325 | Small Grassland Clouds FG effect | Partial | Graphics are not loaded correctly |
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: [](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: [](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: [](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. DSThe ROM will have an extension of **.nds**
You should now see this: [](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**.
[](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/YpKimage.png) You will now be presented with the level view: [](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 [](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: [](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 [](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: [](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: [](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/IG1image.png) Now, let's create the **Start Entrance**. Click on the [](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**. [](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**. [](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 [](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**! [](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. [](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 [](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/Ob6image.png) button in the sub menu to bring up the **Actor List**. [](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**. [](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. [](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.
[](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: [](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: [](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/CPPimage.png)Drag this wall over the castle you created. [](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 [](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 FlowerFire 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 [](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 TargetThis 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: [](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 [](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 [](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 [](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 [](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 [](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 [](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 ROMThis 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 >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 nsmbYou 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++ #includeTODO: 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**Folder** | **Bitmap** | **Description** |
/BG\_ncg | d\_2d\_A\_J\_jyotyu | Default jyotyu graphics |
/BG\_ncg | d\_2d\_TEN\_A\_J\_jyotyu | Animated blocks, bricks and coins |
/obj | A\_block\_hahen | Debris animations for destroyed blocks |
/obj | A\_block | Animations for blocks being hit |
/obj | A\_tikuwa\_block | Donut lift |
/obj | I\_item | Power Ups |
/obj | I\_kakushitobira | Event Activated Door |
/obj | I\_mark\_star | A star, seems to be unused |
/obj | I\_minigame\_block | Animations for 1-Up Toad house blocks |
/obj | I\_minigame\_item | 1-Up Toad house card graphics |
/obj | I\_obj\_kemuri | Smoke (?) seems to be unused too |
/obj | I\_obj\_kira\_I | Sparks, they seem to be used by Mega Mario, but only with the first jyotyu palette |
/obj | I\_obj\_kira | Smaller sparks, apparently used when collecting an 1-Up mushroom and after stomping on a blue Koopa |
/obj | I\_obj\_sunakemuri | Smoke (?) unused as well |
/obj | I\_obj\_yajirushi | Arrow, apparently unused since it was removed from the European version |
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 |
**Folder** | **Bitmap** | **Description** |
/obj | I\_bubble256 | Podoboo |
/obj | I\_dokan\_yajirushi | Arrow signs |
/obj | I\_fireball | Fire Mario/Fire Brother fireballs |
/obj | I\_kuribo256 | Goomba |
/obj | I\_nokonoko256 | Koopa Troopa |
/obj | I\_star\_red | Mario VS Luigi battle stars |
/obj | I\_switch | ? Switch, ! Switch, P Switch and Skull Switch |
/obj | I\_ochiruhashi | Beach platform |
/obj | I\_teresa256 | Boo |
/obj | W\_kinoko | Graphics for the Blue/Yellow/Red Toad house blocks and cards |