# General Info General information about the game that doesn't need more than one page to explain # Music List
**Number for level header (Hex)** **Number in NSMBe/Nitro Studio (Decimal)** **Name in** **Name in SDAT file**
00 MvsL Stage 2 (sometimes nothing plays) BGM\_VS\_CHIJOU
01 TowerBGM\_TRIDE.sseq
02 StarmanBGM\_MUTEKI.sseq
03 Mega MarioBGM\_HUGE.sseq
04 End of Level (+ MvsL course win)BGM\_COURSE\_CLEAR.sseq
05 DeathBGM\_DOWN.sseq
06 DesertBGM\_SABAKU.sseq
07 BossBGM\_BOSS.sseq
08 VS LoseBGM\_VS\_LOSE\_FANFARE
09 UndergroundBGM\_CHIKA.sseq
0A Bonus roomBGM\_MAME.sseq
0B UnderwaterBGM\_WATER3.sseq
0C LavaBGM\_KAZAN\_SOTO.sseq
0D End Credits (Early, unused)BGM\_SAMPLE
0E BeachBGM\_SANBASHI.sseq
0F Bowser Jr. BattleBGM\_KUPPAJR
10 Ghost HouseBGM\_OBAKE.sseq
11 CastleBGM\_SHIRO.sseq
12 Switch timerBGM\_SWITCH.sseq
13 End of Game FanfareBGM\_FINAL\_CLEAR
14 Game OverBGM\_GAMEOVER.sseq
15 Final BossBGM\_FINAL\_KUPPA.sseq
16 Boss BeatenBGM\_BOSS\_CLEAR.sseq
17 \[Nothing\] \[Nothing\]
18 AthleticBGM\_ATHLETIC.sseq
19 Toad HouseBGM\_MINIGAME.sseq
1A GrasslandBGM\_CHIJOU\_CONT.sseq
1B Title ScreenBGM\_SELECT.sseq
1C SMB End of LevelBGM\_GOAL\_FANFARE2.sseq
1D Toad House FanfareBGM\_FANFARE\_KINO.sseq
1E MvsL Stage 2BGM\_VS\_STAGE.sseq
1F MvsL start screen (is this the exact same audio data as the title screen?)BGM\_VS\_SELECT.sseq
20 MvsL LoopBGM\_VS\_FAN\_LOOP.sseq
21 MvsL WinBGM\_VS\_WIN.sseq
22 MvsL LoseBGM\_VS\_LOSE
50 Lava ambientBGM\_AMB\_YOUGAN
51 Desert wind ambientBGM\_AMB\_SABAKU
52 Water ambientBGM\_AMB\_WATER
53 Cave Water AmbientBGM\_AMB\_CHIKA
56 Sky Wind AmbientBGM\_AMB\_SKY
63 Early MvsL Stage (Early grassland, unused)BGM\_CHIJO
64 World 1BGM\_WORLD1
65 World 2BGM\_WORLD2
66 World 3BGM\_WORLD3
67 World 4BGM\_WORLD4
68 World 5BGM\_WORLD5
69 World 6BGM\_WORLD6
6A World 7BGM\_WORLD7
6B World 8BGM\_WORLD8
6C End CreditsBGM\_ENDING
6D Intro 1BGM\_OPENING\_DEMO1
6E Intro 2BGM\_OPENING\_DEMO2
6F Peach FanfareBGM\_KUPPACLEAR\_DEMO
# 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. - **Bottom background** --> Change block 3. - **Top background** --> Change block 5. [![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".](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-10/scaled-1680-/bg-hexadecimal-example.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-10/bg-hexadecimal-example.png) - Byte 11: Control BG horizontal scrolling. - Byte 13: Control BG vertical scrolling. And for each byte: - First Nybble: Controls where the background starts relative to the view and how it loops. This seemingly does nothing for horizontal looping or start position. - Second Nybble: Controls scroll speed relative to stage foreground speed. (*Image source: [MarioSunshine](https://nsmbhd.net/post/33882/ ""Background Scrolling Data List" thread on NSMBHD")*) ##### **Start position and loop data** - 0x0: Starts from bottom of view offset by 32px; loops entire background. - 0x1: Starts from top of view offset by 32px; loops entire background. - 0x2: Duplicate of 0x0? - 0x3: Duplicate of 0x1? - 0x4: Starts from bottom of view offset by 32px; loops top half of background. - 0x5: Starts from top of view offset by 32px; loops bottom half of background. Any value higher than 0x5 freezes the game. ##### **Scroll speed data** Table address in overlay 0: `0x0002F468` Table address in memory: `0x020C7B48` - 0x0: Same as FG speed. Used in w2-3 (sewer level) for example. - 0x1: 50% FG speed. - 0x2: 25% FG speed. Common for top backgrounds. - 0x3: 12.5% FG speed. Common for bottom backgrounds. - 0x4: 120% FG speed. Unused. - 0x5: 75% FG speed. - 0x6: 6.25% FG speed. - 0x7: 9.375% FG speed. - 0x8: 20.3125% FG speed. - 0x9: Same as FG speed. - 0xA: Same as FG speed. - 0xB: Same as FG speed. - 0xC: Same as FG speed. - 0xD: 200% FG speed. Unused. - 0xE: 400% FG speed. Unused. - 0xF: 800% FG speed. Unused. (*Source: [RoadrunnerWMC](https://github.com/RoadrunnerWMC/nsmbpy/blob/master/nsmbpy/level.py "nsmbpy GitHub")*) #### **Disabling vertical scrolling** - **Bottom background** --> Change both bytes 13 and 16 of block 3. - **Top background** --> Change both bytes 13 and 16 of block 5. - Byte 13: set to 0x40. - Byte 16: set to 0x10. (*Source: [MeroMero](https://nsmbhd.net/post/33169/ ""Background scrolling" thread on NSMBHD")*) #### **Automatic horizontal scrolling**
Works for any background that already has [parallax scrolling](https://bookstack.nsmbcentral.net/books/new-super-mario-bros/page/background-information#bkmrk-parallax-type-tables "Background Information: Parallax Type Tables"). 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](https://nsmbhd.net/post/33169/ ""Background scrolling" thread on NSMBHD")*)
# Sound Groups # Camera The Camera in New Super Mario Bros is controlled in several ways. You have to take into account that the camera movements will condition the gameplay. #### **1. How the Camera restricts Mario** The camera restricts Mario's movements in two ways: • Mario cannot go out of the camera view through the sides. This means that if the camera doesn't pan further, Mario can't either. The camera sides act like walls (but you can't wall jump into them) • Mario cannot go to the bottom of the camera. If he does so, he will die. Note that there is some margin, so you can place something like a Warp to Level some blocks below the camera view. Mario will get it before he dies. Mario does can go out from the top of the camera. Simply the camera will not pan there, so Mario will be out of the screen. #### **2. Views** The camera will NEVER get out of the view. That means Mario can't get out of the view by the sides or the bottom. #### **3. Panning blocks** This thing is a little bit confusing. An area (not each view) is divided in blocks of 16x16 tiles (256x256 pixels). The camera will not pan into blocks that are empty (don't contain any objects). An example (thanks to Garmichael): Look at this level: [![Panfree.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-07/scaled-1680-/panfree.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-07/panfree.png) Notice that blocks A and F are empty. Mario cannot get to A from B, but he can actually jump from D to B. While he is in A, the camera will not move, but as soon as he crosses into B, the camera will jump to that location and that boundary would act like a wall. From there, As Mario approaches C, he will be able to see some of F, but as soon as he crosses into C, the camera will reposition so that the border to F is the bottom of the screen. If Mario jumps down into F, he dies (even though the block under F has ground). #### **4. Scroll Control and Scroll Stop sprites** These sprites control the camera in more ways. How they work is generally unknown, except for: • Vertical scroll controls: \[sprite:198\] and \[sprite:199\] • Horizontal scroll stop: \[sprite:276\] #### **5. Header Blocks** Block 2, Block 4, and Block 5 control more settings of the camera. Look at the [List of Header Blocks](https://nsmbhd.net/wiki/List_of_Header_Blocks/) page for more info. #### **6. Camera X & Y** The entrance's settings include two boxes named "Camera X" and "Camera Y", usually you can leave their values as 0, but sometimes you need to put values in there: [![Camera example 1.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-10/scaled-1680-/camera-example-1.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-10/camera-example-1.png) The zone and door entrance don't actually have any purpose in-game but to showcase the coordinates. The zone delimits what you can see on the NDS screen. If at least one of the Camera values is different from 0, then the tile at said coordinates will calibrate the camera and will serve as the top-left tile of said camera. You usually use them when sprites 198-199 and/or 276 are in the way, or eventually to calibrate the bottom of the camera to the bottom of the zone. The purpose of this is to show a nice transition when you change areas. With the example earlier if both values were at 0, this is where the camera would spawn by default: [![Camera example 2.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-10/scaled-1680-/camera-example-2.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-10/camera-example-2.png) The camera is 1 tile higher than the bottom of the zone, but the biggest offender here is the sprite 276, it is only acknowledged when the player have control of Mario thus only when Mario completely exits the pipe, the camera would recognize sprite 276 and then scroll to the left at high speeds, which results in an ugly transition and you can bet this is a rookie mistake to leave that kind of camera error unchecked. # Connected Pipes Each end of the pipe needs an Entrance. Both must have the same connected pipe ID. Set area 0 in one end and area 1 in the other end. Make a Path with the same ID as the entrance's "Connected Pipe ID". Each node on the path must be placed and "Value 6" in the node numbered as below: Image of how to place the node in each pipe with its value: [![Connected pipes.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-06/scaled-1680-/connected-pipes.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-06/connected-pipes.png) If value 6 does not show up for you, then try using the [original NSMBe](https://nsmbhd.net/download/). The path must be connected from one end of the pipe to the other; this is just to show the placement. You can place more nodes on the path if you need, only the first and last need the above value 6 number. World 7-A area 2 is good for more information. Example shapes: **Reverse L** **[![Reverse L.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-06/scaled-1680-/reverse-l.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-06/reverse-l.png)** Setting a pipe as "exit only" also works, and is used in retail (eg 7-A). # 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](https://problemkaputt.de/gbatek-ds-cartridge-header.htm "Page detailing NDS ROM header info")
**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](https://bookstack.nsmbcentral.net/books/new-super-mario-bros/page/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](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/folder1.png) FILESYSTEM [menu_common] ├![NSMBe file icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/file1.png) fnt.bin ├![NSMBe file icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/file1.png) fat.bin └![NSMBe folder icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/folder1.png) root  └![NSMBe folder icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/folder1.png) menu   └![NSMBe folder icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/folder1.png) common    ├![NSMBe LZ77 compressed (with header) bitmap icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/imagelzh1.png) d_2d_UI_O_2P_game_DL_boot_b_d_ncg.bin    ├![NSMBe LZ77 compressed palette icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/palettelz1.png) d_2d_UI_O_2P_game_DL_boot_b_d_ncl.bin    ├![NSMBe LZ77 compressed tilemap icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/tilemaplz1.png) d_2d_UI_O_2P_game_DL_boot_b_d_nsc.bin    ├![NSMBe LZ77 compressed palette icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/palettelz1.png) d_2d_UI_O_2P_game_DL_boot_o_d_ncl.bin    ├![NSMBe LZ77 compressed tilemap icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/tilemaplz1.png) d_2d_mgvs_bg_layer01_nsc.bin    ├![NSMBe LZ77 compressed tilemap icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/tilemaplz1.png) d_2d_mgvs_bg_layer13_nsc.bin    ├![NSMBe LZ77 compressed tilemap icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/tilemaplz1.png) d_2d_mgvs_bg_layer_message01_nsc.bin    ├![NSMBe LZ77 compressed tilemap icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/tilemaplz1.png) d_2d_mgvs_bg_menu_common01_nsc.bin    ├![NSMBe LZ77 compressed tilemap icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/tilemaplz1.png) d_2d_mgvs_bg_menu_common03_nsc.bin    ├![NSMBe palette icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/palette1.png) d_2d_mgvs_bg_menu_common_J_ncl.bin    ├![NSMBe palette icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/palette1.png) d_2d_mgvs_menu_common_J_ncl.bin    └![NSMBe folder icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/folder1.png) USA     ├![NSMBe BNCL file icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/imageinfo1.png) UI_O_2P_game_DL_boot_d.bncl     ├![NSMBe LZ77 compressed (with header) bitmap icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/imagelzh1.png) UI_O_2P_game_DL_boot_o_d_ncg.bin     ├![NSMBe LZ77 compressed (with header) bitmap icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/imagelzh1.png) d_2d_mgvs_bg_menu_common_ncg.bin     └![NSMBe LZ77 compressed (with header) bitmap icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/imagelzh1.png) d_2d_mgvs_menu_common_nce_ncg.bin ![NSMBe folder icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/folder1.png) FILESYSTEM [message_common] ├![NSMBe file icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/file1.png) fnt.bin ├![NSMBe file icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/file1.png) fat.bin └![NSMBe folder icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/folder1.png) root  └![NSMBe folder icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/folder1.png) message   └![NSMBe folder icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/folder1.png) common    ├![NSMBe palette icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/palette1.png) d_2d_mario_3Dfont_ncl.bin    └![NSMBe folder icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/folder1.png) USA     ├![NSMBe LZ77 compressed (with header) bitmap icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/imagelzh1.png) d_2d_mario_3Dfont_ncg.bin     ├![NSMBe text file icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/text1.png) error.bmg     ├![NSMBe LZ77 compressed (with header) file icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/filelzh1.png) font_a.NFTR     ├![NSMBe LZ77 compressed (with header) file icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/filelzh1.png) font_b.NFTR     └![NSMBe LZ77 compressed (with header) file icon](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-04/filelzh1.png) 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 hack**, **code 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 **object**s. **3D** **tile**: A map16 tile which draws a texture instead of (or, in special cases, over) the 8x8 tiles present on the map16. # 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** - \[Class=020\] \[Object=101\] Event Controller - \[Class=087\] \[Object=155\] Special exit controller (warp entrance) - \[Class=137\] \[Object=164\] Event Controller AND - \[Class=138\] \[Object=165\] Event Controller OR - \[Class=139\] \[Object=166\] Event Controller Random - \[Class=140\] \[Object=167\] Event Controller Buffer - \[Class=141\] \[Object=168\] Event Controller Zone - \[Class=142\] \[Object=286\] Event Controller Sequencer - \[Class=255\] \[Object=169\] Spin Block (unused Actor 255) #### **2. Switches and Other Event Controllers** - \[Class=067\] \[Object=235\] Star Coin - \[Class=086\] \[Object=152\] Event trigger block - \[Class=151\] \[Object=034\] Red Coin Ring - \[Class=242\] \[Object=107\] ? Switch - \[Class=243\] \[Object=291\] Brick Block containing ? Switch - \[Class=244\] \[Object=066\] P Switch - \[Class=245\] \[Object=088\] Brick Block containing P Switch - \[Class=246\] \[Object=108\] ! Switch - \[Class=247\] \[Object=110\] Brick Block containing ! Switch (unused actor) - \[Class=265\] \[Object=041\] Bowser bridge switch (skull switch) #### **3. Triggerable Actors** - \[Class=067\] \[Object=235\] Star Coin - \[Class=079\] \[Object=103\] Dorrie - \[Class=080\] \[Object=106\] Red Coin - \[Class=092\] \[Object=192\] Coin Spawner (unused actor) - \[Class=161\] \[Object=068\] Lift moving up and down - \[Class=162\] \[Object=069\] Lift moving left and right - \[Class=174\] \[Object=078\] Lift moving one way once stood on - \[Class=183\] \[Object=099\] Four platform rickshaw lift - \[Class=206\] \[Object=197\] Tile Creator/Destroyer (Tile God) - \[Class=242\] \[Object=107\] ? Switch - \[Class=243\] \[Object=291\] Brick Block containing ? Switch - \[Class=244\] \[Object=066\] P Switch - \[Class=245\] \[Object=088\] Brick Block containing P Switch - \[Class=246\] \[Object=108\] ! Switch - \[Class=247\] \[Object=110\] Brick Block containing ! Switch (unused actor) - \[Class=263\] \[Object=292\] Event Activated Door - \[Class=265\] \[Object=041\] Bowser bridge switch (skull switch) - \[Class=276\] \[Object=218\] Auto-scrolling controller - \[Class=278\] \[Object=231\] Water - \[Class=279\] \[Object=234\] Lava - \[Class=281\] \[Object=259\] Poisoned Water # List of player animations
**Name****Value****anmFile****anmName**
Idle0x00plmariowait
WalkSlow0x01plmariowalk
Walk0x02plmariorun
Dash0x03plb\_dash
DashFast0x04plb\_dash2
Jump0x05pljump
JumpFall0x06pljump2
JumpLand0x07pljumped
TripleJump\_unused0x08pl2jump1
TripleJumpFall0x09pl2jump2
TripleJumpLand0x0Apl2jumped; also used as DoubleJumpLand
TripleJump0x0Bplroll\_jump
Skid0x0Cplturn
SkidTurn0x0Dpltrned
GroundPoundRoll0x0Eplhipsr
GroundPoundFall0x0Fplhipat
GroundPoundLand0x10plhiped
Crouched0x11plstoop
ThrowFireball0x12plfire\_at
SlipBumpFall0x13plsdown
Sliding0x14plnovsslip
StandUp0x15plsliped
SlipFall0x16plnovsslipla
DiveLand0x17plnovssldctslpbk
DiveSlide0x18plnovslost
DiveStandUp0x19plnovsroll (static)
RollPose0x1Aplroll (loop)
Roll0x1Bplcarry\_start
CarryStart0x1Cplcarry\_wait
CarryIdle0x1Dplcarry\_walk
CarryWalk0x1Eplcarry\_throw
CarryThrow0x1Fplscale\_up
MegaGrow0x20plwimp
Walljump0x21plwsld
WallSlide0x22plswim\_in; possibly unused
SwimStart0x23plnovsswim\_wait
SwimIdle0x24plnovspaddle\_1
SwimIdle10x25plnovsswim
Swim\_legs0x26plnovspaddle\_2
SwimPaddle20x27plnovspaddle\_end
SwimPaddleEnd0x28plnovstree\_start
PoleGrab0x29plnovstree\_wait
PoleIdle0x2Aplnovstree\_wait
PoleClimb0x2Bplnovstree\_climb
PoleSlide0x2Cplnovstree\_pose
PushedFall0x2Dplshfdn
Push0x2Eplpush
SpinJump0x2Fplspin\_jump
SpinJumpLand0x30plspin\_jump\_end
CeilingRopeGrab0x31plnovsmonkey\_start
CeilingRopeRightHandGrab0x32plnovsmonkey\_wait\_r
CeilingRopeLeftHandGrab0x33plnovsmonkey\_wait\_l
CeilingRopeRightHandMove0x34plnovsmonkey\_r\_to\_l
CeilingRopeLeftHandMove0x35plnovsmonkey\_l\_to\_r
LavaDamageJump0x36plnovsfirejmp
CrouchStart0x37plsquat\_start
SwimCarry0x38plnovsswim\_carry
SwimPaddleCarry0x39plnovspaddle\_carry
SwimThrow0x3Aplnovsswim\_throw
BumpedNormal0x3Bplsfbdn
BumpedHard0x3Cplsffdn
CannonShoot0x3Dplshoot
Shocked0x3Eplnovse\_shock
ShockedFall0x3Fplnovse\_down: unused
TightropeWalk0x40plnovsrope\_walk
MegaWalk0x41pl2big\_walk
MegaJump0x42pl2big\_jump\_st
MegaJumpLand0x43pl2big\_jump\_ed
MegaGroundPoundRoll0x44pl2big\_hip\_st
MegaGroundPoundFall0x45pl2big\_hip\_at
MegaGroundPoundLand0x46pl2big\_hip\_ed
LedgeStand0x47plnovswall\_wait
LedgeStandMoveLeft0x48plnovswall\_walk\_l
LedgeStandMoveRight0x49plnovswall\_walk\_r
LedgeStandClimbDown0x4Aplnovshang\_start
LedgeGrabClimbUp0x4Bplnovshang\_up
LedgeGrabIdle0x4Cplnovshang\_wait
LedgeGrabMoveLeft0x4Dplnovshang\_walk\_l
LedgeGrabMoveRight0x4Eplnovshang\_walk\_r
VineRopeIdle0x4Fplnovsrope\_swing
SpinDrill0x50pl2spin\_jump2
JumpCombo20x51pl2jump\_b
JumpCombo30x52pl2jump\_c
JumpCombo4\_kick0x53pl2jump\_d
LongJump0x54pl2jump\_b\_1
LongJumpFall0x55pl2jump\_b\_2
DoubleJump0x56pl22jmp\_c\_1
DoubleJumpFall0x57pl22jmp\_c\_2
BackflipJump0x58pl22jmp\_d\_1; possibly unused
BackflipJumpFall0x59pl22jmp\_d\_2
UnknownStarJump0x5Apl22jmp\_e\_1
UnknownStarJumpFall0x5Bpl22jmp\_e\_2
JumpCombo5\_twirl0x5Cpl2jump\_e
PipeEntrance0x5Dpl2low\_walk
DeadFall0x5Epl2dead
DeadPose0x5Fpl2dead\_pose
GoalJump0x60plnovsgoal\_jump
GoalCap0x61plnovsgoal\_puton\_cap
DoorWalk0x62pl2door\_walk
BattleGoalJump0x63plnovsbt\_goal\_jmp
BattleGoalOut0x64plnovsbt\_goal\_out
MegaJumpFall0x65pl2big\_jmp\_2
TightropeIdle0x66plnovsrope\_wait
TightropeJumpLand0x67plnovsrope\_jump\_ed
MiniWalk0x68pl2zero\_g\_walk
MiniJump0x69pl2zero\_g\_jump
MiniJumpFall0x6Apl2zero\_g\_jump2
MiniJumpLand0x6Bpl2zero\_g\_jump\_ed
UnusedSpinJumpOff0x6Cpl2spin\_jump\_off; possibly unused
UnusedSpinJump0x6Dpl2spin\_jump\_st
Shell0x6Epl2shell\_in
StarRoll0x6Fpl2star\_roll
FenceMoveVertical0x70plnovsnet\_walk1
FenceIdle0x71plnovsnet\_wait
UnusedDamageFall0x72plnovse\_damage1
UnusedDamageLand0x73plnovse\_damage2
FenceSlam0x74plnovsnet\_attack
FenceMoveHorizontal0x75plnovsnet\_walk2
LedgeJump0x76plnovsw\_jump1
LedgeJumpFall0x77plnovsw\_jump2
LedgeJumpLand0x78plnovsw\_jump\_ed
LedgeGrab0x79plnovsjump\_hang
SwimWalk0x7Aplnovsswim\_walk
SwimStanding0x7Bplnovsswim\_standing
Buried0x7Cplnovsburied
BuriedStandUp0x7Dplnovsburied\_ed
BuriedFall0x7Eplnovsburied\_st
BuriedDamage0x7Fplnovsburied\_damage
MegaSitCrouch0x80pl2big\_hip\_squat
WaterDeadFall0x81plnovsswim\_dead
TightropeUnbalanced0x82plnovsrope\_wait2
MegaIdle0x83pl2big\_wait
BossCallPeach0x84plnovsfind
BossStarePeach0x85plnovsfind\_loop
BossReactPeach0x86plnovsfind\_surprise
BossWin0x87plnovsboss\_key\_get
MegaWin0x88plnovsbig\_goal
FinalBossEnd0x89plnovsm\_kiss
FinalBossPeach0x8Aplnovsm\_fall\_wait
FinalBossCap0x8Bplnovsm\_escort
FinalBossKiss0x8Cplnovsm\_shy
GoalJumpLand0x8Dplnovsgoal\_jump\_ed
BossIdle0x8Eplnovsbt\_wait
BossStartled0x8Fplnovsbt\_surprise
BeanStalkMove0x90plnovspea\_plant
BeanStalkGrab0x91plnovspea\_plant\_st
BeanStalkIdle0x92plnovspea\_plant\_wait
BowserJrWin0x93plnovsjr\_clear
# 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 IdIn-Game EffectNotes
0toadsworth creates toad house block(s) – part 2 red toad house disappears – part 3
1
2
3something in the intro
4
5whomp destroyed – part 1
6whomp destroyed – part 2
7whomp destroyed – part 3
8
9whomp slams ground – part 1
Awhomp slams ground – part 2
Bwhomp slams ground – part 3
C
Dmario jumps/lands on world mapalso used for flying ? blocks, hammer bros and bowser jr on the world map?
Emario goes into castle on world map
F
10
11something todo with end-of-boss cutscene or world map?
12
13bob-omb explodes - part 1sometimes spawned (off-screen?) on world map
14bob-omb explodes - part 2sometimes spawned (off-screen?) on world map
15bob-omb explodes - part 3
16bob-omb explodes - part 4
17bob-omb explodes - part 5
18bob-omb explodes - part 6
19bob-omb explodes - part 7
1A
1Bred toad house disappears – part 1
1Cred toad house disappears – part 2 thwomp hits ground – part 1
1Dthwomp hits ground – part 2
1Ebig thwomp hits ground – part 1
1Fbig thwomp hits ground – part 2
20big thwomp hits ground – part 3
21get mega mushroom – part 1
22get mega mushroom – part 2
23get mega mushroom – part 3
24get mega mushroom – part 4
25get mega mushroom – part 5
26get mega mushroom – part 6
27get mega mushroom – part 7
28get mega mushroom – part 8
29get mega mushroom – part 9
2Aget mega mushroom – part 10
2Bget mega mushroom – part 11
2Cget mega mushroom – part 12
2D
2E
2F
30
31
32
33
34
35
36
37
38
39mega mario walks right – alternating with 3A
3Amega mario walks right – alternating with 39
3B
3Cmega mario walks left – alternating with 3D
3Dmega mario walks left – alternating with 3C / goal fireworks related? – part 6
3Egoal fireworks related? – part 7
3Fgoal fireworks related? – part 8
40goal fireworks related? – part 9
41goal fireworks related? – part 10
42
43
44
45
46
47goal fireworks related? – part 1
48goal fireworks related? – part 2
49goal fireworks related? – part 3
4Agoal fireworks related? – part 4
4Bgoal fireworks related? – part 5
4Csplunkin stomped on for the second time – part 1
4Dsplunkin stomped on for the second time – part 2
4Esplunkin stomped on for the second time – part 3
4Fsplunkin stomped on for the first time – part 1
50splunkin stomped on for the first time – part 2
51bowser jr lands after being defeated
52
53
54
55
56
57
58
59
5A
5B
5C
5D
5E
5F
60
61
62
63
64
65
66
67
68
69
6A
6B
6C
6D
6E
6F
70
71
72
73jump onto cliff ledge from normal ground
74
75
76item/object appears/disappears – part 1
77item/object appears/disappears – part 2
78item/object appears/disappears – part 3
79enemy/mega goomba “popped” – part 1 boss shutter piece spawned/destroyed – part part 1 bowser bridge piece destroyed – part 1
7Aenemy/mega goomba “popped” – part 2 boss shutter piece spawned/destroyed – part part 2 bowser bridge piece destroyed – part 2
7B
7C
7D
7Emario “twinkles” in distance after being fired by warp cannon
7F
80
81
82
83
84
85
86run into enemy as mega mario
87
88
89
8A
8B
8C
8D
8E
8F
90
91
92
93
94
95blue coin collected
96mario breaks free from under fallen snow – part 1
97mario breaks free from under fallen snow – part 2
98
99
9A
9B
9C
9Dmario stomps on Crowber – part 1
9Emario stomps on Crowber – part 2
9Fmario does Drill Stomp straight down
A0bowser jr/blockhopper jumps/lands
A1object enters/exits lava – part 1
A2object enters/exits lava – part 2
A3object enters/exits poison water – part 1
A4object enters/exits poison water – part 2
A5object enters/exits water – part 1
A6object enters/exits water – part 2
A7
A8mario lands on soft cloud platform
A9mario lands on quicksand
AAmario lands on sinking snow – part 1
ABmario lands on sinking snow – part 2
ACmario fireball hits enemy/wall – part 1
ADmario fireball hits enemy/wall – part 2
AEstomp on wiggler
AF
B0
B1
B2kab-omb explodes – part 1
B3kab-omb explodes – part 2
B4kab-omb explodes – part 3
B5
B6ground-pound on koopa troopa/buzzy beetle – part 1
B7ground-pound on koopa troopa/buzzy beetle – part 2
B8ground-pound on koopa troopa/buzzy beetle – part 3
B9ground-pound on koopa troopa/buzzy beetle – part 4
BA“pop” enemy with ground-pound – part 1
BB“pop” enemy with ground-pound – part 2
BC“pop” enemy with ground-pound – part 3
BD
BE
BF
C0
C1
C2
C3
C4
C5
C6
C7
C8
C9
CAmario stomps lakitu
CBmario lands in lakitu’s cloud
CC
CD
CE
CF
D0bill blaster fires bullet bill – part 1but not rotating bill blaster
D1bill blaster fires bullet bill – part 2
D2ground-pound on koopa troopa/buzzy beetle – part 5
D3ground-pound on koopa troopa/buzzy beetle – part 6
D4
D5
D6
D7
D8toadsworth creates toad house block(s) – part 1
D9
DA
DBskeeter bomb enters water or maybe skeeter spawns bomb – part 3
DCskeeter bomb enters water or maybe skeeter spawns bomb – part 4
DD
DE
DF
E0
f8Mario ground pound Falling snow hits ground
E2Mario lands after triple jump Mario ground pounds on mummipokey
E3
E4mario goes out of water – part 1
E5mario goes out of water – part 2
E6mario goes out of water – part 3
E7mario exits water – part 1
E8mario exits water – part 2
E9mario exits water – part 3
EAget red coin
EB
EC
ED
EEmario lands on ground in deep water – part 1
EFmario lands on ground in deep water – part 2
F0
F1
F2
F3mario flies off Spin Block/out of tornado – part 1
F4mario flies off Spin Block/out of tornado – part 2
F5something todo with spinning/drill stomp – part 1
F6something todo with spinning/drill stomp – part 2
F7something todo with spinning/drill stomp – part 3
F8get star coin – part 1
F9get star coin – part 2
FAget star coin – part 3
FB
FC
FD?/p/! switch pressed – part 1
FE?/p/! switch pressed (alt – part upside down or underwater only?) – part 1
FF?/p/! switch pressed (alt – part upside down or underwater only?) – part 2
100?/p/! switch pressed – part 2
101
102
103mario does Drill Stomp when small mario
104mario wall jump from right – part 1
105mario wall jump from right – part 2
106mario wall jump from right – part 3
107mario wall jump from left – part 1
108mario wall jump from left – part 2
109mario wall jump from left – part 3
10A
10B
10Cmario lands on /starts to hang off of cliff edge
10D
10Emario goes into water in 1-A start section – part 1 cheepskipper enters/exits water – part 1
10Fmario goes into water in 1-A start section – part 2 cheepskipper enters/exits water – part 2
110mario goes into water in 1-A start section – part 3 spike pillar goes into water – part 1
111spike pillar goes into water – part 2
112
113cheepskipper enters/exits water – part 3
114mario goes into water in 3-Castle boss room – part 1
115mario goes into water in 3-Castle boss room – part 2
116mario goes into water in 3-Castle boss room – part 3
117mario punches fence – part 1
118mario punches fence – part 2
# Special Event IDs
IDID (dec)Description
3E62Blue coin trail while event is active.
4670Causes the unused "faded circle" screen transition to be used when using an entrance or exit. **Unused**
F3243Partial Starman effects. **Unused?**
F4244Partial Mega Mushroom effects. **Unused?**
EB235Make 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?**
F7247Locks 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 CharacterCharacter IDCharacter Used?SFX IDSFX NameSFX Usage Outside of Credits
A0x0Yes0x34SE\_EMY\_KPJR\_DAMAGE\_VBowser Jr. stomped (voice)
B0x1Yes0x35SE\_EMY\_KPJR\_CRY\_VBowser Jr. defeated
C0x2Yes0x39SE\_EMY\_KPJR\_GUARD\_ONBowser Jr. go into shell
D0x3Yes0x6eSE\_EMY\_KURIBO\_FUMUStomp on enemy / Stomp on other player
E0x4Yes0x6fSE\_EMY\_KAME\_FUMUStomp on Koopa / Kab-omb / Skeeter (?)
F0x5Yes0x70SE\_EMY\_KAME\_KERUEnemy defeated by fireball/Shell mario in shell/Ground-pound/Flagpole / Mega Goomba defeated by Mini Player / Hanging ? Block hit from side / Item destroyed in lava / Block spawned by tile creator sprite
G0x6Yes0xf5SE\_VOC\_OPDM\_YESPlayer reacts to completion of logo
H0x7Yes0xfaSE\_VOC\_OPDM\_AWAWA\_01Player reacts to thunder strike
I0x8Yes0x128SE\_OBJ\_GOAL\_HANABIGoal firework
J0x9Yes0x103SE\_AMB\_OPDM\_BABELLogo crashes down
K0xaYes0x123SE\_OBJ\_GET\_DRAGON\_COINGet Star Coin
L0xbYes0x10bSE\_VOC\_OPDM\_PEACH\_HELP
M0xcYes0x166SE\_PLY\_CHANGE\_NORMALTurn back to normal from Mega
N0xdYes0x14fSE\_PLY\_HIP\_ATTACK\_MMini ground-pound
O0xeYes0x149SE\_PLY\_JUMP\_3Mini Player jumps
P0xfYes0x152SE\_PLY\_DOWNPlayer loses a life
Q0x10No0x153SE\_PLY\_SWIMPlayer swim
R0x11Yes0x168SE\_PLY\_THROW\_FIREFire Player/Fire Bros – throw fireball
S0x12Yes0x16cSE\_OBJ\_GET\_COINGet coin
T0x13Yes0x171SE\_OBJ\_DOKAN\_BREAKPipe/Bill Blaster smashed from the side as Mega Player
U0x14Yes0x172SE\_PLY\_JUMPDAIJump on trampoline/Pot in final boss intro jumps
V0x15Yes0x17bSE\_SYS\_ONE\_UPGet 1-up mushroom
W0x16Yes0x17cSE\_SYS\_ONE\_DOWNUnused
X0x17Yes0x1a9SE\_OBJ\_TSUBO\_BREAKPot in final boss intro shatters
Y0x18Yes0x1abSE\_VOC\_M\_HOEEMario embarrassed after being kissed by peach
Z0x19Yes0x1adSE\_VOC\_P\_THANK\_YOUPeach thanks Player after battle
a0x1aYes0x34SE\_EMY\_KPJR\_DAMAGE\_VBowser Jr. stomped (voice)
b0x1bYes0x35SE\_EMY\_KPJR\_CRY\_VBowser Jr. defeated
c0x1cYes0x39SE\_EMY\_KPJR\_GUARD\_ONBowser Jr. go into shell
d0x1dYes0x6eSE\_EMY\_KURIBO\_FUMUStomp on enemy / Stomp on other player
e0x1eYes0x6fSE\_EMY\_KAME\_FUMUStomp on Koopa / Kab-omb / Skeeter (?)
f0x1fYes0x70SE\_EMY\_KAME\_KERUEnemy defeated by fireball/Shell mario in shell/Ground-pound/Flagpole / Mega Goomba defeated by Mini Player / Hanging ? Block hit from side / Item destroyed in lava / Block spawned by tile creator sprite
g0x20Yes0xf5SE\_VOC\_OPDM\_YESPlayer reacts to completion of logo
h0x21Yes0xfaSE\_VOC\_OPDM\_AWAWA\_01Player reacts to thunder strike
i0x22Yes0x128SE\_OBJ\_GOAL\_HANABIGoal firework
j0x23Yes0x103SE\_AMB\_OPDM\_BABELLogo crashes down
k0x24Yes0x123SE\_OBJ\_GET\_DRAGON\_COINGet Star Coin
l0x25Yes0x10bSE\_VOC\_OPDM\_PEACH\_HELP
m0x26Yes0x166SE\_PLY\_CHANGE\_NORMALTurn back to normal from Mega
n0x27Yes0x14fSE\_PLY\_HIP\_ATTACK\_MMini ground-pound
o0x28Yes0x149SE\_PLY\_JUMP\_3Mini Player jumps
p0x29Yes0x152SE\_PLY\_DOWNPlayer loses a life
q0x2aYes0x153SE\_PLY\_SWIMPlayer swim
r0x2bYes0x168SE\_PLY\_THROW\_FIREFire Player/Fire Bros – throw fireball
s0x2cYes0x16cSE\_OBJ\_GET\_COINGet coin
t0x2dYes0x171SE\_OBJ\_DOKAN\_BREAKPipe/Bill Blaster smashed from the side as Mega Player
u0x2eYes0x172SE\_PLY\_JUMPDAIJump on trampoline/Pot in final boss intro jumps
v0x2fYes0x17bSE\_SYS\_ONE\_UPGet 1-up mushroom
w0x30Yes0x17cSE\_SYS\_ONE\_DOWNUnused
x0x31No0x1a9SE\_OBJ\_TSUBO\_BREAKPot in final boss intro shatters
y0x32Yes0x1abSE\_VOC\_M\_HOEEMario embarrassed after being kissed by peach
z0x33Yes0x1adSE\_VOC\_P\_THANK\_YOUPeach thanks Player after battle
À0x34No0x36SE\_EMY\_KPJR\_UHBowser Jr. “wakes up” after battle
Á0x35No0x37SE\_EMY\_KPJR\_LANDBowser Jr. land after jump attack
Â0x36No0x3bSE\_EMY\_KPJR\_GUARD\_OFFBowser Jr. stop hiding in shell
Ä0x37No0x3cSE\_EMY\_KPJR\_DAMAGEBowser Jr. stomped
Ç0x38No0x3dSE\_EMY\_KPJR\_PURUPURUBowser Jr. shakes head after waking up after battle
È0x39No0x77SE\_EMY\_KAME\_HIT\_7Defeat 7th and subsequent enemy in a row while sliding
É0x3aNo0xf6SE\_VOC\_OPDM\_UN\_01Player looks up at logo
Ê0x3bNo0xfcSE\_VOC\_OPDM\_AWAWA\_02
Ë0x3cNo0xffSE\_VOC\_OPDM\_HOEE
Ì0x3dNo0x10aSE\_VOC\_OPDM\_PEACH\_CRY
Í0x3eNo0x101SE\_AMB\_OPDM\_WARBLEIntro birds
Î0x3fNo0x102SE\_AMB\_OPDM\_THUNDERThunder strike on castle
Ï0x40No0x104SE\_EMY\_OPDM\_KPJR\_FOOTBowser Jr. sneaks up on peach
Ñ0x41No0x109SE\_PLY\_OPDM\_MA\_HIT
Ò0x42No0x10dSE\_OBJ\_OPDM\_NEW\_FALL
Ó0x43No0x10eSE\_OBJ\_OPDM\_NEW\_SET
Ô0x44No0x10fSE\_OBJ\_OPDM\_LOGO\_FALL\_L
Ö0x45No0x110SE\_OBJ\_OPDM\_LOGO\_FALL\_S
Ù0x46No0x170SE\_OBJ\_COIN\_BOUNDLoose coin hit ground
Ú0x47No0x174SE\_OBJ\_ITEM\_APPEARItem out of block
Û0x48No0x13aSE\_SYS\_MID\_POINTPass checkpoint
Ü0x49No0x13eSE\_SYS\_HURRY\_UP
ß0x4aNo0x14dSE\_PLY\_HIP\_ATTACKGround-pound hits ground / Ground-pound hits other player
à0x4bNo0x36SE\_EMY\_KPJR\_UHBowser Jr. “wakes up” after battle
á0x4cNo0x37SE\_EMY\_KPJR\_LANDBowser Jr. land after jump attack
â0x4dNo0x3bSE\_EMY\_KPJR\_GUARD\_OFFBowser Jr. stop hiding in shell
ä0x4eNo0x3cSE\_EMY\_KPJR\_DAMAGEBowser Jr. stomped
ç0x4fNo0x3dSE\_EMY\_KPJR\_PURUPURUBowser Jr. shakes head after waking up after battle
è0x50No0x77SE\_EMY\_KAME\_HIT\_7Defeat 7th and subsequent enemy in a row while sliding
é0x51No0xf6SE\_VOC\_OPDM\_UN\_01Player looks up at logo
ê0x52No0xfcSE\_VOC\_OPDM\_AWAWA\_02
ë0x53No0xffSE\_VOC\_OPDM\_HOEE
ì0x54No0x10aSE\_VOC\_OPDM\_PEACH\_CRY
í0x55No0x101SE\_AMB\_OPDM\_WARBLEIntro birds
î0x56No0x102SE\_AMB\_OPDM\_THUNDERThunder strike on castle
ï0x57No0x104SE\_EMY\_OPDM\_KPJR\_FOOTBowser Jr. sneaks up on peach
ñ0x58No0x109SE\_PLY\_OPDM\_MA\_HIT
ò0x59No0x10dSE\_OBJ\_OPDM\_NEW\_FALL
ó0x5aNo0x10eSE\_OBJ\_OPDM\_NEW\_SET
ô0x5bNo0x10fSE\_OBJ\_OPDM\_LOGO\_FALL\_L
ö0x5cNo0x110SE\_OBJ\_OPDM\_LOGO\_FALL\_S
ù0x5dNo0x170SE\_OBJ\_COIN\_BOUNDLoose coin hit ground
ú0x5eNo0x174SE\_OBJ\_ITEM\_APPEARItem out of block
û0x5fNo0x13aSE\_SYS\_MID\_POINT
ü0x60No0x13eSE\_SYS\_HURRY\_UP
.0x61No0x15bSE\_PLY\_FOOTNOTE\_H
0x62No0x15eSE\_PLY\_FOOTNOTE\_H
\_0x63No0x16aSE\_PLY\_CHANGE\_SMALLEnter/exit pipe / Enter warp / lose powerup
-0x64No0x163SE\_PLY\_CHANGE\_BIGGet powerup / Collect Starman as Mega Player
\[another type of line\]0x65No0x167SE\_PLY\_CHANGE\_MAMEBecome mini
&0x66Yes0x177SE\_OBJ\_BLOCK\_BREAKPlayer break brick block / boss shutter block spawn/break / block broken by tile destroyer sprite / bridge destroyed in Bowser/Big Bowser boss / peach platform destroyed in final boss / Bob-omb destroy block / Big Unagi destroy block / Mummipokey sand ball break
'0x67Yes0x178SE\_PLY\_STAR\_ATTACKMega Player touch enemy/Big Player touch Mini Goomba / Big Unagi destroy block / Broozer destroy block
# "Event Controller - Zone" Setups

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

**Object Settings** **Trigger Requirements**
[![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-05/scaled-1680-/mmwimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-05/mmwimage.png) Player zone ID: *x* Enemies zone ID: *x* The event will only trigger when the player enters zone *x* after all enemies in said zone are destroyed.
[![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-05/scaled-1680-/EZBimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-05/EZBimage.png) Player zone ID: 255 Enemies zone ID: *x* The event will trigger when all enemies in zone *x* are destroyed.
[![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-05/scaled-1680-/l8Mimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-05/l8Mimage.png) Player zone ID: *x* Enemies zone ID: 255 The event will trigger when the player enters zone *x*.
[![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-05/scaled-1680-/CAAimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2025-05/CAAimage.png) Player zone ID: 255 Enemies zone ID: 255 The event will trigger once the player finishes entering the view.