General Info

General information about the game that doesn't need more than one page to explain

Background Scrolling Data Info

TODO:
- Verify info for BG start position nybble — 0x2 and 0x3 in particular.
- How specifically do "Disable vertical scrolling" and "Automatic horizontal scrolling" work? What all do bytes 13 and 16 do?
- Might be nice to list which BG speeds and such are all used.

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 adjusted by hex editing your level.

NSMBe screenshot of the level hex editor open to block 5. The leftmost nybbles of byte 11 and 13 are labeled as "BG starting position" while the rightmost nybbles are labeled as "Speed".

And for each byte:

(Image source: MarioSunshine)

Start position and loop data

Any value higher than 0x5 freezes the game.

Scroll speed data

Table address in overlay 0: 0x0002F468
Table address in memory: 0x020C7B48

(Source: RoadrunnerWMC)

Disabling vertical scrolling

(Source: MeroMero)

Automatic horizontal scrolling

Works for any background that already has parallax scrolling. This can be achieved by putting a value of 0x10 for byte 16 and it will scroll the whole background instead of only some of it.
(Note: if byte 13 value is somewhere between 0x40 and 0x4F, this effect will be overridden and instead the vertical scrolling will be disabled).
(Source: MeroMero)

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

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 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

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

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.

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

If value 6 does not show up for you, then try using the original NSMBe.

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

Setting a pipe as "exit only" also works, and is used in retail (eg 7-A).

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.

File Table

A table of contents for the files inside of a NSMB DS ROM.

Note: bold entries are files.

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

Filepath
Description
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 Header
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 Contains the game banner text and icon shown in the system bios
rsasig.bin Some signature
/ Root folder
/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/ Contains archives for minigames and download play
/BG_chk/ Contains tile behaviour files for tilesets
/BG_ncg/ Contains bitmaps for tilesets, backgrounds, and tile animations
/BG_ncl/ Contains palettes and palette animations for tilesets and backgrounds, as well as jyotyu palette
/BG_nsc/ Contains tilemaps for backgrounds
/BG_pnl/ Contains tilemaps 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/ Contains bitmap and palette for DS Download Play banner icon
/map/ It contains all the Worldmap files
/obj/ Contains bitmaps and palettes of in-course sprites
/particle/ Contains particle archives
/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/ Contains files related to game UI
overlay7/ It should contain the overlays for the arm7 processor
overlay9/ It contains the overlays for the arm9 processor

Files in Overlays and ARM9

TODO:
- File IDs of files in archives.
- More files?
- Maybe the makeshift file tree could be replaced with something else.

This page documents every file that isn't in the regular file system so that they are easier to find.
Location File type Address Compression Info
ARM9 NARC 0x026CE0-0x03267B None Internally named menu_common. Contains multiplayer loading screen graphics and minigame menu graphics.
ARM9 NARC 0x03267C-0x03744F None Internally named message_common. Contains the menu window font, the fireball loading graphic, and error message files.
ARM9 SDAT 0x037450-0x039807 None Multiplayer loading screen SDAT.
Overlay 0 .bin (tile behaviour) 0x02FDA4-0x0301A3 None Jyotyu tileset tile behaviours.
Overlay 1 _ncg.bin 0x000E64-0x001453 LZ77 Bootscreen Nintendo logo graphics
Overlay 1 _ncl.bin 0x001634-0x001653 None Bootscreen Nintendo logo palette.
Overlay 1 _nsc.bin 0x001654-0x001843 LZ77 Bootscreen Nintendo logo tilemap.
Overlay 1 _ncg.bin 0x001844-0x00256B LZ77 Bootscreen copyright info graphics.
Overlay 1 _ncl.bin 0x00256C-0x00258B None Bootscreen copyright info palette.
Overlay 1 _nsc.bin 0x00258C-0x002843 LZ77 Bootscreen copyright info tilemap.
Overlay 8 _ncl.bin 0x01E198-0x01E397 None Credits text palette.
Overlay 8 _ncg.bin 0x01E730-0x021F2F None Credits text graphics.

NSMBe folder icon FILESYSTEM [menu_common]
NSMBe file icon fnt.bin
NSMBe file icon fat.bin
NSMBe folder icon root
 └NSMBe folder icon menu
  └NSMBe folder icon common
   ├NSMBe LZ77 compressed (with header) bitmap icon d_2d_UI_O_2P_game_DL_boot_b_d_ncg.bin
   ├NSMBe LZ77 compressed palette icon d_2d_UI_O_2P_game_DL_boot_b_d_ncl.bin
   ├NSMBe LZ77 compressed tilemap icon d_2d_UI_O_2P_game_DL_boot_b_d_nsc.bin
   ├NSMBe LZ77 compressed palette icon d_2d_UI_O_2P_game_DL_boot_o_d_ncl.bin
   ├NSMBe LZ77 compressed tilemap icon d_2d_mgvs_bg_layer01_nsc.bin
   ├NSMBe LZ77 compressed tilemap icon d_2d_mgvs_bg_layer13_nsc.bin
   ├NSMBe LZ77 compressed tilemap icon d_2d_mgvs_bg_layer_message01_nsc.bin
   ├NSMBe LZ77 compressed tilemap icon d_2d_mgvs_bg_menu_common01_nsc.bin
   ├NSMBe LZ77 compressed tilemap icon d_2d_mgvs_bg_menu_common03_nsc.bin
   ├NSMBe palette icon d_2d_mgvs_bg_menu_common_J_ncl.bin
   ├NSMBe palette icon d_2d_mgvs_menu_common_J_ncl.bin
   └NSMBe folder icon USA
    ├NSMBe BNCL file icon UI_O_2P_game_DL_boot_d.bncl
    ├NSMBe LZ77 compressed (with header) bitmap icon UI_O_2P_game_DL_boot_o_d_ncg.bin
    ├NSMBe LZ77 compressed (with header) bitmap icon d_2d_mgvs_bg_menu_common_ncg.bin
    └NSMBe LZ77 compressed (with header) bitmap icon d_2d_mgvs_menu_common_nce_ncg.bin

NSMBe folder icon FILESYSTEM [message_common]
NSMBe file icon fnt.bin
NSMBe file icon fat.bin
NSMBe folder icon root
 └NSMBe folder icon message
  └NSMBe folder icon common
   ├NSMBe palette icon d_2d_mario_3Dfont_ncl.bin
   └NSMBe folder icon USA
    ├NSMBe LZ77 compressed (with header) bitmap icon d_2d_mario_3Dfont_ncg.bin
    ├NSMBe text file icon error.bmg
    ├NSMBe LZ77 compressed (with header) file icon font_a.NFTR
    ├NSMBe LZ77 compressed (with header) file icon font_b.NFTR
    └NSMBe LZ77 compressed (with header) file icon msg_data.bin

Glossary

TODO: Currently sorted alphabetically — would something else work better?
Things that probably also should be here:
- Area
- View
- Zone
- Chunk
- Entrance

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

Code patch: A piece of code which is compiled then inserted into the game. Also referred to as a code hackcode mod, or ASM hack (though the latter is considered a misnomer and usage of it is proscribed — it is listed here only for posterity).

Control byte: A byte that controls how a map16 tile tiles in a tile object.

Map16: The tilemap for tilesets.

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

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

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

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

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

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

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

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

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

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

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

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

 

 

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

List of Activator Actors

1. General Event Controllers

2. Switches and Other Event Controllers

3. Triggerable Actors

List of player animations

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


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)

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 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  

Special Event IDs

ID ID (dec) Description
3E 62 Blue coin trail while event is active.
46 70 Causes the unused "faded circle" screen transition to be used when using an entrance or exit. Unused
F3 243 Partial Starman effects. Unused?
F4 244 Partial Mega Mushroom effects. Unused?
EB 235 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 247 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?

Staff Roll Characters

These are the letters you can touch on the bottom screen during the credits.

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

"Event Controller - Zone" Setups

TODO:
- Use these to improve/correct the documentation here and/or in NSMBe's object xml
- Add more setups

Zone ID 0 should be interchangeable with any other ID, but this needs to be tested.

Object Settings

Trigger Requirements

image.png

Player zone ID: 0

Enemies zone ID: 0

The event will only trigger when the player enters zone 0 after all enemies in said zone are destroyed.

image.png

Player zone ID: 255

Enemies zone ID: 0

The event will trigger when all enemies in zone 0 are destroyed.

image.png

Player zone ID: 0

Enemies zone ID: 255

The event will trigger when the player enters zone 0.

image.png

Player zone ID: 255

Enemies zone ID: 255

The event will trigger once the player finishes entering the view.