# General Info General information about the game that doesn't need more than one page to explain # Music List
**Number for level header (Hex)** | **Number in NSMBe/Nitro Studio (Decimal)** | **Name in** | **Name in SDAT file** |
00 | MvsL Stage 2 (sometimes nothing plays) | BGM\_VS\_CHIJOU | |
01 | Tower | BGM\_TRIDE.sseq | |
02 | Starman | BGM\_MUTEKI.sseq | |
03 | Mega Mario | BGM\_HUGE.sseq | |
04 | End of Level (+ MvsL course win) | BGM\_COURSE\_CLEAR.sseq | |
05 | Death | BGM\_DOWN.sseq | |
06 | Desert | BGM\_SABAKU.sseq | |
07 | Boss | BGM\_BOSS.sseq | |
08 | VS Lose | BGM\_VS\_LOSE\_FANFARE | |
09 | Underground | BGM\_CHIKA.sseq | |
0A | Bonus room | BGM\_MAME.sseq | |
0B | Underwater | BGM\_WATER3.sseq | |
0C | Lava | BGM\_KAZAN\_SOTO.sseq | |
0D | End Credits (Early, unused) | BGM\_SAMPLE | |
0E | Beach | BGM\_SANBASHI.sseq | |
0F | Bowser Jr. Battle | BGM\_KUPPAJR | |
10 | Ghost House | BGM\_OBAKE.sseq | |
11 | Castle | BGM\_SHIRO.sseq | |
12 | Switch timer | BGM\_SWITCH.sseq | |
13 | End of Game Fanfare | BGM\_FINAL\_CLEAR | |
14 | Game Over | BGM\_GAMEOVER.sseq | |
15 | Final Boss | BGM\_FINAL\_KUPPA.sseq | |
16 | Boss Beaten | BGM\_BOSS\_CLEAR.sseq | |
17 | \[Nothing\] | \[Nothing\] | |
18 | Athletic | BGM\_ATHLETIC.sseq | |
19 | Toad House | BGM\_MINIGAME.sseq | |
1A | Grassland | BGM\_CHIJOU\_CONT.sseq | |
1B | Title Screen | BGM\_SELECT.sseq | |
1C | SMB End of Level | BGM\_GOAL\_FANFARE2.sseq | |
1D | Toad House Fanfare | BGM\_FANFARE\_KINO.sseq | |
1E | MvsL Stage 2 | BGM\_VS\_STAGE.sseq | |
1F | MvsL start screen (is this the exact same audio data as the title screen?) | BGM\_VS\_SELECT.sseq | |
20 | MvsL Loop | BGM\_VS\_FAN\_LOOP.sseq | |
21 | MvsL Win | BGM\_VS\_WIN.sseq | |
22 | MvsL Lose | BGM\_VS\_LOSE | |
50 | Lava ambient | BGM\_AMB\_YOUGAN | |
51 | Desert wind ambient | BGM\_AMB\_SABAKU | |
52 | Water ambient | BGM\_AMB\_WATER | |
53 | Cave Water Ambient | BGM\_AMB\_CHIKA | |
56 | Sky Wind Ambient | BGM\_AMB\_SKY | |
63 | Early MvsL Stage (Early grassland, unused) | BGM\_CHIJO | |
64 | World 1 | BGM\_WORLD1 | |
65 | World 2 | BGM\_WORLD2 | |
66 | World 3 | BGM\_WORLD3 | |
67 | World 4 | BGM\_WORLD4 | |
68 | World 5 | BGM\_WORLD5 | |
69 | World 6 | BGM\_WORLD6 | |
6A | World 7 | BGM\_WORLD7 | |
6B | World 8 | BGM\_WORLD8 | |
6C | End Credits | BGM\_ENDING | |
6D | Intro 1 | BGM\_OPENING\_DEMO1 | |
6E | Intro 2 | BGM\_OPENING\_DEMO2 | |
6F | Peach Fanfare | BGM\_KUPPACLEAR\_DEMO |
TODO: - 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. [](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**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* |
TODO:
- File IDs of files in archives.
- More files?
- Maybe the makeshift file tree could be replaced with something else.
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** |
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 |
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 |
ID | Description |
---|---|
3E | Blue coin trail while event is active. |
46 | Causes the unused "faded circle" screen transition to be used when using an entrance or exit. **Unused** |
F3 | Partial Starman effects. **Unused?** |
F4 | Partial Mega Mushroom effects. **Unused?** |
EB | Make inventory contain item with no icon. Crashes when you release the item and it can't be replaced by other items. Maybe defunct unused item? **Unused?** |
F7 | Locks camera into bottom left of view. Mario isn't forced to be inside this camera, but he can't interact with actors outside the camera. **Unused?** |
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 |