General Info General information about the game that doesn't need more than one page to explain Background Scrolling Data Info TODO: - Verify info for BG start position nybble — 0x2 and 0x3 in particular. - How specifically do "Disable vertical scrolling" and "Automatic horizontal scrolling" work? What all do bytes 13 and 16 do? - Might be nice to list which BG speeds and such are all used. Foregrounds and backgrounds scroll differently in many levels  — sometimes they have a fast speed ratio and sometimes they can be completely static. This can be adjusted by hex editing your level. Bottom background --> Change block 3. Top background --> Change block 5. 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 ) 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 ) 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 ) Automatic horizontal scrolling Works for any background that already has parallax scrolling . This can be achieved by putting a value of 0x10 for byte 16 and it will scroll the whole background instead of only some of it. (Note: if byte 13 value is somewhere between 0x40 and 0x4F, this effect will be overridden and instead the vertical scrolling will be disabled). ( Source:  MeroMero ) Camera The Camera in New Super Mario Bros is controlled in several ways. You have to take into account that the camera movements will condition the gameplay. 1. How the Camera restricts Mario The camera restricts Mario's movements in two ways: • Mario cannot go out of the camera view through the sides. This means that if the camera doesn't pan further, Mario can't either. The camera sides act like walls (but you can't wall jump into them) • Mario cannot go to the bottom of the camera. If he does so, he will die. Note that there is some margin, so you can place something like a Warp to Level some blocks below the camera view. Mario will get it before he dies. Mario does can go out from the top of the camera. Simply the camera will not pan there, so Mario will be out of the screen. 2. Views The camera will NEVER get out of the view. That means Mario can't get out of the view by the sides or the bottom. 3. Panning blocks This thing is a little bit confusing. An area (not each view) is divided in blocks of 16x16 tiles (256x256 pixels). The camera will not pan into blocks that are empty (don't contain any objects). An example (thanks to Garmichael): Look at this level: Notice that blocks A and F are empty. Mario cannot get to A from B, but he can actually jump from D to B. While he is in A, the camera will not move, but as soon as he crosses into B, the camera will jump to that location and that boundary would act like a wall. From there, As Mario approaches C, he will be able to see some of F, but as soon as he crosses into C, the camera will reposition so that the border to F is the bottom of the screen. If Mario jumps down into F, he dies (even though the block under F has ground). 4. Scroll Control and Scroll Stop sprites These sprites control the camera in more ways. How they work is generally unknown, except for: • Vertical scroll controls: [sprite:198] and [sprite:199] • Horizontal scroll stop: [sprite:276] 5. Header Blocks Block 2, Block 4, and Block 5 control more settings of the camera. Look at the  List of Header Blocks page for more info. 6. Camera X & Y The entrance's settings include two boxes named "Camera X" and "Camera Y", usually you can leave their values as 0, but sometimes you need to put values in there: 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: 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: If value 6 does not show up for you, then try using the original NSMBe . The path must be connected from one end of the pipe to the other; this is just to show the placement. You can place more nodes on the path if you need, only the first and last need the above value 6 number. World 7-A area 2 is good for more information. Example shapes: Reverse L 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. • *:** Not sure what it does. • *Connected Pipe:** Check this if you're using a connected pipe. (Such as 7-A) • *Display on Lower Screen:** Displays the view on the lower screen that the entrance is currently in.   Warp Pipe Warp pipes are the way Mario gets around to different Views or Areas.   Simple Warp Pipe First off, build a warp pipe using blocks. For this, I'll be using a upwards warp pipe, (object type 102) • Place the warp pipe, make sure it's vertical. (And make sure it extends into the ground or is at least 3 blocks high.) • Click the door icon, and add an entrance. • Using shift+dragging, place it onto the top left part of the warp pipe. • Click the drop down menu on the left side, select "Pipe facing Up." Set the View that it's in. • (Note the Entrance ID if you plan to make it both ways.) • Now go build another warp pipe somewhere else, make it horizontal this time.. (Either in the same Area or not.) • Add an entrance, move it with shift+dragging, and place it at the top of the end. • Set the entrance to "Pipe Facing Right." • Check "Exit-Only." If it's in a different View, be sure to set the View it's in. • Note it's Entrance ID, and select the first warp pipe entrance you created. • Set the "Destination Area" to whatever area the second warp pipe is in (if you created it in another area) and set the Destination ID to the Entrance ID of the second warp pipe entrance. • Save, and test it. It should work. • *Troubleshooting:** If you appear at the start of the level or in another spot not intended, check the "Destination ID". If your camera appears somewhere without Mario, and then you die, check that the destination entrance has the View set correctly.   Connected Warp Pipe For this, I'm gonna go ahead and make a pipe that goes up then a turn to the left. (Use Shift+dragging on a block to change length and height.) Use object 59 for a good looking turn. Set that up, and add the entrances. You don't have to set a Destination ID. • First, click the first path icon. • Add a path, and set it up so the first square (0) is down 2 squares, and right 1 square from the leftmost entrance. • Next, use Control+dragging to make two more squares, one at the top of the bottommost pipe, one to the bottom left of the entrance. • Set up the paths with this trick. Unknown 6: 0=Pipe facing down 1=Pipe facing right 2=Pipe facing up 3=Pipe facing left In my pipe, square 0 is //Unknown 6: 3// square 2 is //Unknown 6: 0// • Now select each entrance, check "Connected Pipe", and set the Connected Pipe ID to the Path ID of the paths you just set up (IE. 0) • For the entrance closest to the end of the path, set "Destination Area" to 1. • Save and Play. • *Troubleshooting** If you enter the pipe, and a transition appears, check "connected pipe" on both entrances. If you enter the pipe, then come back out immediately, doublecheck that the entrance closest to the end of the path has "Destination Area" set to 1, and that the "Connected Pipe ID" is correctly set. File Table A table of contents for the files inside of a NSMB DS ROM. Note: bold entries are files. TODO: Expand this table to contain all files, splitting the table if needed Filepath Description fnt.bin File Name Table It contains filenames, folders and folders names. fat.bin File Allocation Table It contains every file's address in the rom and its size. header.bin Header arm9ovt.bin It lists every arm9 overlay, its location in the rom and where it should be loaded in the ram. arm7ovt.bin It should list every arm7 overlay, its location in the rom and where it should be loaded in the ram. arm9.bin The code for the main processor. arm7.bin The code for the coprocessor. banner.bin Contains the game banner text and icon shown in the system bios rsasig.bin Some signature / Root folder / 00DUMMY Empty, NSMBe uses it to store tileset, their objects' descriptions, backgrounds and music names after renaming them / BUILDTIME Last game build time / mgvs_sound_data.sdat Minigames music / sound_data.sdat Main game music /ARCHIVE/ Contains archives for minigames and download play /BG_chk/ Contains tile behaviour files for tilesets /BG_ncg/ Contains bitmaps for tilesets, backgrounds, and tile animations /BG_ncl/ Contains palettes and palette animations for tilesets and backgrounds, as well as jyotyu palette /BG_nsc/ Contains tilemaps for backgrounds /BG_pnl/ Contains tilemaps for tilesets /BG_unt/ Objects info for tilesets /course/ It contains all the levels .bin files /demo/ It contains some cutscene stuffs /ending/ It contains other ending stuffs (like the tower BG) /enemy/ It contains the enemies' models and animations /ipl/ Contains bitmap and palette for DS Download Play banner icon /map/ It contains all the Worldmap files /obj/ Contains bitmaps and palettes of in-course sprites /particle/ Contains particle archives /player/ It contains player's models and animations /polygon_unit/ It contains some levels effects, the quicksand files, the pipe graphics, and the End-of-level graphics /script/ It contains BMG files (used for In-Level pause scripts, Worldmap's pause scripts, and for the Titlescreen's File Select scripts) /uiStudio/ Contains files related to game UI overlay7/ It should contain the overlays for the arm7 processor overlay9/ It contains the overlays for the arm9 processor Files in Overlays and ARM9 TODO: - File IDs of files in archives. - More files? - Maybe the makeshift file tree could be replaced with something else. This page documents every file that isn't in the regular file system so that they are easier to find. Location File type Address Compression Info ARM9 NARC 0x026CE0-0x03267B None Internally named menu_common . Contains multiplayer loading screen graphics and minigame menu graphics. ARM9 NARC 0x03267C-0x03744F None Internally named message_common . Contains the menu window font, the fireball loading graphic, and error message files. ARM9 SDAT 0x037450-0x039807 None Multiplayer loading screen SDAT. Overlay 0 .bin (tile behaviour) 0x02FDA4-0x0301A3 None Jyotyu tileset tile behaviours. Overlay 1 _ncg.bin 0x000E64-0x001453 LZ77 Bootscreen Nintendo logo graphics Overlay 1 _ncl.bin 0x001634-0x001653 None Bootscreen Nintendo logo palette. Overlay 1 _nsc.bin 0x001654-0x001843 LZ77 Bootscreen Nintendo logo tilemap. Overlay 1 _ncg.bin 0x001844-0x00256B LZ77 Bootscreen copyright info graphics. Overlay 1 _ncl.bin 0x00256C-0x00258B None Bootscreen copyright info palette. Overlay 1 _nsc.bin 0x00258C-0x002843 LZ77 Bootscreen copyright info tilemap. Overlay 8 _ncl.bin 0x01E198-0x01E397 None Credits text palette. Overlay 8 _ncg.bin 0x01E730-0x021F2F None Credits text graphics. FILESYSTEM [menu_common] ├ fnt.bin ├ fat.bin └ root  └ menu   └ common    ├ d_2d_UI_O_2P_game_DL_boot_b_d_ncg.bin    ├ d_2d_UI_O_2P_game_DL_boot_b_d_ncl.bin    ├ d_2d_UI_O_2P_game_DL_boot_b_d_nsc.bin    ├ d_2d_UI_O_2P_game_DL_boot_o_d_ncl.bin    ├ d_2d_mgvs_bg_layer01_nsc.bin    ├ d_2d_mgvs_bg_layer13_nsc.bin    ├ d_2d_mgvs_bg_layer_message01_nsc.bin    ├ d_2d_mgvs_bg_menu_common01_nsc.bin    ├ d_2d_mgvs_bg_menu_common03_nsc.bin    ├ d_2d_mgvs_bg_menu_common_J_ncl.bin    ├ d_2d_mgvs_menu_common_J_ncl.bin    └ USA     ├ UI_O_2P_game_DL_boot_d.bncl     ├ UI_O_2P_game_DL_boot_o_d_ncg.bin     ├ d_2d_mgvs_bg_menu_common_ncg.bin     └ d_2d_mgvs_menu_common_nce_ncg.bin FILESYSTEM [message_common] ├ fnt.bin ├ fat.bin └ root  └ message   └ common    ├ d_2d_mario_3Dfont_ncl.bin    └ USA     ├ d_2d_mario_3Dfont_ncg.bin     ├ error.bmg     ├ font_a.NFTR     ├ font_b.NFTR     └ 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 Idle 0x00 plmario wait WalkSlow 0x01 plmario walk Walk 0x02 plmario run Dash 0x03 pl b_dash DashFast 0x04 pl b_dash2 Jump 0x05 pl jump JumpFall 0x06 pl jump2 JumpLand 0x07 pl jumped TripleJump_unused 0x08 pl 2jump1 TripleJumpFall 0x09 pl 2jump2 TripleJumpLand 0x0A pl 2jumped; also used as DoubleJumpLand TripleJump 0x0B pl roll_jump Skid 0x0C pl turn SkidTurn 0x0D pl trned GroundPoundRoll 0x0E pl hipsr GroundPoundFall 0x0F pl hipat GroundPoundLand 0x10 pl hiped Crouched 0x11 pl stoop ThrowFireball 0x12 pl fire_at SlipBumpFall 0x13 pl sdown Sliding 0x14 plnovs slip StandUp 0x15 pl sliped SlipFall 0x16 plnovs slipla DiveLand 0x17 plnovs sldctslpbk DiveSlide 0x18 plnovs lost DiveStandUp 0x19 plnovs roll (static) RollPose 0x1A pl roll (loop) Roll 0x1B pl carry_start CarryStart 0x1C pl carry_wait CarryIdle 0x1D pl carry_walk CarryWalk 0x1E pl carry_throw CarryThrow 0x1F pl scale_up MegaGrow 0x20 pl wimp Walljump 0x21 pl wsld WallSlide 0x22 pl swim_in; possibly unused SwimStart 0x23 plnovs swim_wait SwimIdle 0x24 plnovs paddle_1 SwimIdle1 0x25 plnovs swim Swim_legs 0x26 plnovs paddle_2 SwimPaddle2 0x27 plnovs paddle_end SwimPaddleEnd 0x28 plnovs tree_start PoleGrab 0x29 plnovs tree_wait PoleIdle 0x2A plnovs tree_wait PoleClimb 0x2B plnovs tree_climb PoleSlide 0x2C plnovs tree_pose PushedFall 0x2D pl shfdn Push 0x2E pl push SpinJump 0x2F pl spin_jump SpinJumpLand 0x30 pl spin_jump_end CeilingRopeGrab 0x31 plnovs monkey_start CeilingRopeRightHandGrab 0x32 plnovs monkey_wait_r CeilingRopeLeftHandGrab 0x33 plnovs monkey_wait_l CeilingRopeRightHandMove 0x34 plnovs monkey_r_to_l CeilingRopeLeftHandMove 0x35 plnovs monkey_l_to_r LavaDamageJump 0x36 plnovs firejmp CrouchStart 0x37 pl squat_start SwimCarry 0x38 plnovs swim_carry SwimPaddleCarry 0x39 plnovs paddle_carry SwimThrow 0x3A plnovs swim_throw BumpedNormal 0x3B pl sfbdn BumpedHard 0x3C pl sffdn CannonShoot 0x3D pl shoot Shocked 0x3E plnovs e_shock ShockedFall 0x3F plnovs e_down: unused TightropeWalk 0x40 plnovs rope_walk MegaWalk 0x41 pl2 big_walk MegaJump 0x42 pl2 big_jump_st MegaJumpLand 0x43 pl2 big_jump_ed MegaGroundPoundRoll 0x44 pl2 big_hip_st MegaGroundPoundFall 0x45 pl2 big_hip_at MegaGroundPoundLand 0x46 pl2 big_hip_ed LedgeStand 0x47 plnovs wall_wait LedgeStandMoveLeft 0x48 plnovs wall_walk_l LedgeStandMoveRight 0x49 plnovs wall_walk_r LedgeStandClimbDown 0x4A plnovs hang_start LedgeGrabClimbUp 0x4B plnovs hang_up LedgeGrabIdle 0x4C plnovs hang_wait LedgeGrabMoveLeft 0x4D plnovs hang_walk_l LedgeGrabMoveRight 0x4E plnovs hang_walk_r VineRopeIdle 0x4F plnovs rope_swing SpinDrill 0x50 pl2 spin_jump2 JumpCombo2 0x51 pl2 jump_b JumpCombo3 0x52 pl2 jump_c JumpCombo4_kick 0x53 pl2 jump_d LongJump 0x54 pl2 jump_b_1 LongJumpFall 0x55 pl2 jump_b_2 DoubleJump 0x56 pl2 2jmp_c_1 DoubleJumpFall 0x57 pl2 2jmp_c_2 BackflipJump 0x58 pl2 2jmp_d_1; possibly unused BackflipJumpFall 0x59 pl2 2jmp_d_2 UnknownStarJump 0x5A pl2 2jmp_e_1 UnknownStarJumpFall 0x5B pl2 2jmp_e_2 JumpCombo5_twirl 0x5C pl2 jump_e PipeEntrance 0x5D pl2 low_walk DeadFall 0x5E pl2 dead DeadPose 0x5F pl2 dead_pose GoalJump 0x60 plnovs goal_jump GoalCap 0x61 plnovs goal_puton_cap DoorWalk 0x62 pl2 door_walk BattleGoalJump 0x63 plnovs bt_goal_jmp BattleGoalOut 0x64 plnovs bt_goal_out MegaJumpFall 0x65 pl2 big_jmp_2 TightropeIdle 0x66 plnovs rope_wait TightropeJumpLand 0x67 plnovs rope_jump_ed MiniWalk 0x68 pl2 zero_g_walk MiniJump 0x69 pl2 zero_g_jump MiniJumpFall 0x6A pl2 zero_g_jump2 MiniJumpLand 0x6B pl2 zero_g_jump_ed UnusedSpinJumpOff 0x6C pl2 spin_jump_off; possibly unused UnusedSpinJump 0x6D pl2 spin_jump_st Shell 0x6E pl2 shell_in StarRoll 0x6F pl2 star_roll FenceMoveVertical 0x70 plnovs net_walk1 FenceIdle 0x71 plnovs net_wait UnusedDamageFall 0x72 plnovs e_damage1 UnusedDamageLand 0x73 plnovs e_damage2 FenceSlam 0x74 plnovs net_attack FenceMoveHorizontal 0x75 plnovs net_walk2 LedgeJump 0x76 plnovs w_jump1 LedgeJumpFall 0x77 plnovs w_jump2 LedgeJumpLand 0x78 plnovs w_jump_ed LedgeGrab 0x79 plnovs jump_hang SwimWalk 0x7A plnovs swim_walk SwimStanding 0x7B plnovs swim_standing Buried 0x7C plnovs buried BuriedStandUp 0x7D plnovs buried_ed BuriedFall 0x7E plnovs buried_st BuriedDamage 0x7F plnovs buried_damage MegaSitCrouch 0x80 pl2 big_hip_squat WaterDeadFall 0x81 plnovs swim_dead TightropeUnbalanced 0x82 plnovs rope_wait2 MegaIdle 0x83 pl2 big_wait BossCallPeach 0x84 plnovs find BossStarePeach 0x85 plnovs find_loop BossReactPeach 0x86 plnovs find_surprise BossWin 0x87 plnovs boss_key_get MegaWin 0x88 plnovs big_goal FinalBossEnd 0x89 plnovs m_kiss FinalBossPeach 0x8A plnovs m_fall_wait FinalBossCap 0x8B plnovs m_escort FinalBossKiss 0x8C plnovs m_shy GoalJumpLand 0x8D plnovs goal_jump_ed BossIdle 0x8E plnovs bt_wait BossStartled 0x8F plnovs bt_surprise BeanStalkMove 0x90 plnovs pea_plant BeanStalkGrab 0x91 plnovs pea_plant_st BeanStalkIdle 0x92 plnovs pea_plant_wait BowserJrWin 0x93 plnovs jr_clear Music List Level Header ID (Hex) ID in NSMBe/Nitro Studio (Decimal) Common Name Name in NSMBe SDAT Name (in sound_data.sdat) 00 0 None/MvsL Stage Theme 1 (in some cases)* MvsL Stage BGM_VS_CHIJOU 01 1 Tower Tower BGM_TRIDE.sseq 02 2 Starman Starman BGM_MUTEKI.sseq 03 3 Mega Mario Mega Mario BGM_HUGE.sseq 04 4 End of Level (+ MvsL battle win) End of Level BGM_COURSE_CLEAR.sseq 05 5 Death Death BGM_DOWN.sseq 06 6 Desert Desert BGM_SABAKU.sseq 07 7 Boss Boss BGM_BOSS.sseq 08 8 VS battle lose VS Lose BGM_VS_LOSE_FANFARE 09 9 Underground Underground BGM_CHIKA.sseq 0A 10 Bonus room Bonus room BGM_MAME.sseq 0B 11 Underwater Underwater BGM_WATER3.sseq 0C 12 Lava Lava BGM_KAZAN_SOTO.sseq 0D 13 End Credits (Early/Unused, shorter) End Credits BGM_SAMPLE 0E 14 Beach Beach BGM_SANBASHI.sseq 0F 15 Bowser Jr. Battle Bowser Jr. Battle BGM_KUPPAJR 10 16 Ghost House Ghost House BGM_OBAKE.sseq 11 17 Castle Castle BGM_SHIRO.sseq 12 18 Switch timer Timer BGM_SWITCH.sseq 13 19 End of Game Fanfare End of Game Fanfare BGM_FINAL_CLEAR 14 20 Game Over Game Over BGM_GAMEOVER.sseq 15 21 Final Boss Final Boss BGM_FINAL_KUPPA.sseq 16 22 Boss Beaten Boss Beaten BGM_BOSS_CLEAR.sseq 17 None [Nothing] [Nothing] 18 24 Athletic Mushrooms (Athletic) BGM_ATHLETIC.sseq 19 25 Toad House Toad House BGM_MINIGAME.sseq 1A 26 Grassland Grassland BGM_CHIJOU_CONT.sseq 1B 27 Title Screen Title Screen BGM_SELECT.sseq 1C 28 SMB End of Level SMB End of Level BGM_GOAL_FANFARE2.sseq 1D 29 Toad House Fanfare Toad House Fanfare BGM_FANFARE_KINO.sseq 1E 30 MvsL Stage Theme 2* MvsL Stage 2 BGM_VS_STAGE.sseq 1F 31 MvsL start screen (duplicate of Title Screen) MvsL Title Screen BGM_VS_SELECT.sseq 20 32 MvsL Loop MvsL Results Screen BGM_VS_FAN_LOOP.sseq 21 33 MvsL Win (Results screen) MvsL Win BGM_VS_WIN.sseq 22 34 MvsL Lose (Results screen) MvsL Lose BGM_VS_LOSE [23 - 4F] None [Nothing] [Nothing] 50 80 Lava ambient Lava ambient (Castle) BGM_AMB_YOUGAN 51 81 Desert wind ambient Desert ambient (Castle) BGM_AMB_SABAKU 52 82 Water ambient Water ambient (Castle) BGM_AMB_WATER 53 83 Cave Water Ambient Underground ambient (Castle) BGM_AMB_CHIKA [84 - 85] None [Nothing] [Nothing] 56 86 Sky Wind Ambient Wind ambient (Castle) BGM_AMB_SKY [87 - 98] None [Nothing] [Nothing] 63 99 MvsL Stage (Early) Early Grassland (Unused) BGM_CHIJO 64 100 World 1* World 1 BGM_WORLD1 65 101 World 2* World 2 BGM_WORLD2 66 102 World 3* World 3 BGM_WORLD3 67 103 World 4* World 4 BGM_WORLD4 68 104 World 5* World 5 BGM_WORLD5 69 105 World 6* World 6 BGM_WORLD6 6A 106 World 7* World 7 BGM_WORLD7 6B 107 World 8* World 8 BGM_WORLD8 6C 108 End Credits Ending BGM_ENDING 6D 109 Intro Part 1 Intro 1 BGM_OPENING_DEMO1 6E 110 Intro Part 2 Intro 2 BGM_OPENING_DEMO2 6F 111 Peach Fanfare Peach Fanfare BGM_KUPPACLEAR_DEMO *MvsL themes and World Map themes: Loading the MvsL themes or the World map themes in a regular level (by changing the music in the View Settings for example) will play the music, but most sound effects will be muted while the music is playing (this is because they use sound banks that are too big for the game, overloading the audio memory). Additional note: Any song with an id above 6F will not play, regardless of if there is song data associated with it or not (by editing the sound_data.sdat file) Particle List Note: IDs can go as high as 255, all IDs past 118 are blank and have been left out for sake of shortening the list. Particle Id In-Game Effect Notes 0 toadsworth creates toad house block(s) – part 2 red toad house disappears – part 3   1     2     3 something in the intro   4     5 whomp destroyed – part 1   6 whomp destroyed – part 2   7 whomp destroyed – part 3   8     9 whomp slams ground – part 1   A whomp slams ground – part 2   B whomp slams ground – part 3   C     D mario jumps/lands on world map also used for flying ? blocks, hammer bros and bowser jr on the world map? E mario goes into castle on world map   F     10     11 something todo with end-of-boss cutscene or world map?   12     13 bob-omb explodes - part 1 sometimes spawned (off-screen?) on world map 14 bob-omb explodes - part 2 sometimes spawned (off-screen?) on world map 15 bob-omb explodes - part 3   16 bob-omb explodes - part 4   17 bob-omb explodes - part 5   18 bob-omb explodes - part 6   19 bob-omb explodes - part 7   1A     1B red toad house disappears – part 1   1C red toad house disappears – part 2 thwomp hits ground – part 1   1D thwomp hits ground – part 2   1E big thwomp hits ground – part 1   1F big thwomp hits ground – part 2   20 big thwomp hits ground – part 3   21 get mega mushroom – part 1   22 get mega mushroom – part 2   23 get mega mushroom – part 3   24 get mega mushroom – part 4   25 get mega mushroom – part 5   26 get mega mushroom – part 6   27 get mega mushroom – part 7   28 get mega mushroom – part 8   29 get mega mushroom – part 9   2A get mega mushroom – part 10   2B get mega mushroom – part 11   2C get mega mushroom – part 12   2D     2E     2F     30     31     32     33     34     35     36     37     38     39 mega mario walks right – alternating with 3A   3A mega mario walks right – alternating with 39   3B     3C mega mario walks left – alternating with 3D   3D mega mario walks left – alternating with 3C / goal fireworks related? – part 6   3E goal fireworks related? – part 7   3F goal fireworks related? – part 8   40 goal fireworks related? – part 9   41 goal fireworks related? – part 10   42     43     44     45     46     47 goal fireworks related? – part 1   48 goal fireworks related? – part 2   49 goal fireworks related? – part 3   4A goal fireworks related? – part 4   4B goal fireworks related? – part 5   4C splunkin stomped on for the second time – part 1   4D splunkin stomped on for the second time – part 2   4E splunkin stomped on for the second time – part 3   4F splunkin stomped on for the first time – part 1   50 splunkin stomped on for the first time – part 2   51 bowser jr lands after being defeated   52     53     54     55     56     57     58     59     5A     5B     5C     5D     5E     5F     60     61     62     63     64     65     66     67     68     69     6A     6B     6C     6D     6E     6F     70     71     72     73 jump onto cliff ledge from normal ground   74     75     76 item/object appears/disappears – part 1   77 item/object appears/disappears – part 2   78 item/object appears/disappears – part 3   79 enemy/mega goomba “popped” – part 1 boss shutter piece spawned/destroyed – part part 1 bowser bridge piece destroyed – part 1   7A enemy/mega goomba “popped” – part 2 boss shutter piece spawned/destroyed – part part 2 bowser bridge piece destroyed – part 2   7B     7C     7D     7E mario “twinkles” in distance after being fired by warp cannon   7F     80     81     82     83     84     85     86 run into enemy as mega mario   87     88     89     8A     8B     8C     8D     8E     8F     90     91     92     93     94     95 blue coin collected   96 mario breaks free from under fallen snow – part 1   97 mario breaks free from under fallen snow – part 2   98     99     9A     9B     9C     9D mario stomps on Crowber – part 1   9E mario stomps on Crowber – part 2   9F mario does Drill Stomp straight down   A0 bowser jr/blockhopper jumps/lands   A1 object enters/exits lava – part 1   A2 object enters/exits lava – part 2   A3 object enters/exits poison water – part 1   A4 object enters/exits poison water – part 2   A5 object enters/exits water – part 1   A6 object enters/exits water – part 2   A7     A8 mario lands on soft cloud platform   A9 mario lands on quicksand   AA mario lands on sinking snow – part 1   AB mario lands on sinking snow – part 2   AC mario fireball hits enemy/wall – part 1   AD mario fireball hits enemy/wall – part 2   AE stomp on wiggler   AF     B0     B1     B2 kab-omb explodes – part 1   B3 kab-omb explodes – part 2   B4 kab-omb explodes – part 3   B5     B6 ground-pound on koopa troopa/buzzy beetle – part 1   B7 ground-pound on koopa troopa/buzzy beetle – part 2   B8 ground-pound on koopa troopa/buzzy beetle – part 3   B9 ground-pound on koopa troopa/buzzy beetle – part 4   BA “pop” enemy with ground-pound – part 1   BB “pop” enemy with ground-pound – part 2   BC “pop” enemy with ground-pound – part 3   BD     BE     BF     C0     C1     C2     C3     C4     C5     C6     C7     C8     C9     CA mario stomps lakitu   CB mario lands in lakitu’s cloud   CC     CD     CE     CF     D0 bill blaster fires bullet bill – part 1 but not rotating bill blaster D1 bill blaster fires bullet bill – part 2 “ D2 ground-pound on koopa troopa/buzzy beetle – part 5   D3 ground-pound on koopa troopa/buzzy beetle – part 6   D4     D5     D6     D7     D8 toadsworth creates toad house block(s) – part 1   D9     DA     DB skeeter bomb enters water or maybe skeeter spawns bomb – part 3   DC skeeter bomb enters water or maybe skeeter spawns bomb – part 4   DD     DE     DF     E0     f8 Mario ground pound Falling snow hits ground   E2 Mario lands after triple jump Mario ground pounds on mummipokey   E3     E4 mario goes out of water – part 1   E5 mario goes out of water – part 2   E6 mario goes out of water – part 3   E7 mario exits water – part 1   E8 mario exits water – part 2   E9 mario exits water – part 3   EA get red coin   EB     EC     ED     EE mario lands on ground in deep water – part 1   EF mario lands on ground in deep water – part 2   F0     F1     F2     F3 mario flies off Spin Block/out of tornado – part 1   F4 mario flies off Spin Block/out of tornado – part 2   F5 something todo with spinning/drill stomp – part 1   F6 something todo with spinning/drill stomp – part 2   F7 something todo with spinning/drill stomp – part 3   F8 get star coin – part 1   F9 get star coin – part 2   FA get star coin – part 3   FB     FC     FD ?/p/! switch pressed – part 1   FE ?/p/! switch pressed (alt – part upside down or underwater only?) – part 1   FF ?/p/! switch pressed (alt – part upside down or underwater only?) – part 2   100 ?/p/! switch pressed – part 2   101     102     103 mario does Drill Stomp when small mario   104 mario wall jump from right – part 1   105 mario wall jump from right – part 2   106 mario wall jump from right – part 3   107 mario wall jump from left – part 1   108 mario wall jump from left – part 2   109 mario wall jump from left – part 3   10A     10B     10C mario lands on /starts to hang off of cliff edge   10D     10E mario goes into water in 1-A start section – part 1 cheepskipper enters/exits water – part 1   10F mario goes into water in 1-A start section – part 2 cheepskipper enters/exits water – part 2   110 mario goes into water in 1-A start section – part 3 spike pillar goes into water – part 1   111 spike pillar goes into water – part 2   112     113 cheepskipper enters/exits water – part 3   114 mario goes into water in 3-Castle boss room – part 1   115 mario goes into water in 3-Castle boss room – part 2   116 mario goes into water in 3-Castle boss room – part 3   117 mario punches fence – part 1   118 mario punches fence – part 2   Special Event IDs These event IDs are hardcoded to perform specific actions when triggered.  Certain tileset slots also have special event IDs; see the tileset information page for info on those. ID ID (dec) Description 24-28 36-40 Causes the stage rotation used in 8-Final Castle if byte 4 of block 4 (tileset block) is set to 0xFF. 3E 62 Blue coin trail while event is active. 46 70 Causes the unused "faded circle" screen transition to be used when using an entrance or exit. Unused F3 243 Partial Starman effects. Unused? F4 244 Partial Mega Mushroom effects. Unused? EB 235 Make inventory contain item with no icon. Crashes when you release the item and it can't be replaced by other items. Maybe defunct unused item? Unused? F7 247 Locks camera into bottom left of view. Mario isn't forced to be inside this camera, but he can't interact with actors outside the camera. Unused? Staff Roll Characters These are the letters you can touch on the bottom screen during the credits. Closest ASCII Character Character ID Character Used? SFX ID SFX Name SFX Usage Outside of Credits A 0x0 Yes 0x34 SE_EMY_KPJR_DAMAGE_V Bowser Jr. stomped (voice) B 0x1 Yes 0x35 SE_EMY_KPJR_CRY_V Bowser Jr. defeated C 0x2 Yes 0x39 SE_EMY_KPJR_GUARD_ON Bowser Jr. go into shell D 0x3 Yes 0x6e SE_EMY_KURIBO_FUMU Stomp on enemy / Stomp on other player E 0x4 Yes 0x6f SE_EMY_KAME_FUMU Stomp on Koopa / Kab-omb / Skeeter (?) F 0x5 Yes 0x70 SE_EMY_KAME_KERU Enemy defeated by fireball/Shell mario in shell/Ground-pound/Flagpole / Mega Goomba defeated by Mini Player / Hanging ? Block hit from side / Item destroyed in lava / Block spawned by tile creator sprite G 0x6 Yes 0xf5 SE_VOC_OPDM_YES Player reacts to completion of logo H 0x7 Yes 0xfa SE_VOC_OPDM_AWAWA_01 Player reacts to thunder strike I 0x8 Yes 0x128 SE_OBJ_GOAL_HANABI Goal firework J 0x9 Yes 0x103 SE_AMB_OPDM_BABEL Logo crashes down K 0xa Yes 0x123 SE_OBJ_GET_DRAGON_COIN Get Star Coin L 0xb Yes 0x10b SE_VOC_OPDM_PEACH_HELP   M 0xc Yes 0x166 SE_PLY_CHANGE_NORMAL Turn back to normal from Mega N 0xd Yes 0x14f SE_PLY_HIP_ATTACK_M Mini ground-pound O 0xe Yes 0x149 SE_PLY_JUMP_3 Mini Player jumps P 0xf Yes 0x152 SE_PLY_DOWN Player loses a life Q 0x10 No 0x153 SE_PLY_SWIM Player swim R 0x11 Yes 0x168 SE_PLY_THROW_FIRE Fire Player/Fire Bros – throw fireball S 0x12 Yes 0x16c SE_OBJ_GET_COIN Get coin T 0x13 Yes 0x171 SE_OBJ_DOKAN_BREAK Pipe/Bill Blaster smashed from the side as Mega Player U 0x14 Yes 0x172 SE_PLY_JUMPDAI Jump on trampoline/Pot in final boss intro jumps V 0x15 Yes 0x17b SE_SYS_ONE_UP Get 1-up mushroom W 0x16 Yes 0x17c SE_SYS_ONE_DOWN Unused X 0x17 Yes 0x1a9 SE_OBJ_TSUBO_BREAK Pot in final boss intro shatters Y 0x18 Yes 0x1ab SE_VOC_M_HOEE Mario embarrassed after being kissed by peach Z 0x19 Yes 0x1ad SE_VOC_P_THANK_YOU Peach thanks Player after battle a 0x1a Yes 0x34 SE_EMY_KPJR_DAMAGE_V Bowser Jr. stomped (voice) b 0x1b Yes 0x35 SE_EMY_KPJR_CRY_V Bowser Jr. defeated c 0x1c Yes 0x39 SE_EMY_KPJR_GUARD_ON Bowser Jr. go into shell d 0x1d Yes 0x6e SE_EMY_KURIBO_FUMU Stomp on enemy / Stomp on other player e 0x1e Yes 0x6f SE_EMY_KAME_FUMU Stomp on Koopa / Kab-omb / Skeeter (?) f 0x1f Yes 0x70 SE_EMY_KAME_KERU Enemy defeated by fireball/Shell mario in shell/Ground-pound/Flagpole / Mega Goomba defeated by Mini Player / Hanging ? Block hit from side / Item destroyed in lava / Block spawned by tile creator sprite g 0x20 Yes 0xf5 SE_VOC_OPDM_YES Player reacts to completion of logo h 0x21 Yes 0xfa SE_VOC_OPDM_AWAWA_01 Player reacts to thunder strike i 0x22 Yes 0x128 SE_OBJ_GOAL_HANABI Goal firework j 0x23 Yes 0x103 SE_AMB_OPDM_BABEL Logo crashes down k 0x24 Yes 0x123 SE_OBJ_GET_DRAGON_COIN Get Star Coin l 0x25 Yes 0x10b SE_VOC_OPDM_PEACH_HELP   m 0x26 Yes 0x166 SE_PLY_CHANGE_NORMAL Turn back to normal from Mega n 0x27 Yes 0x14f SE_PLY_HIP_ATTACK_M Mini ground-pound o 0x28 Yes 0x149 SE_PLY_JUMP_3 Mini Player jumps p 0x29 Yes 0x152 SE_PLY_DOWN Player loses a life q 0x2a Yes 0x153 SE_PLY_SWIM Player swim r 0x2b Yes 0x168 SE_PLY_THROW_FIRE Fire Player/Fire Bros – throw fireball s 0x2c Yes 0x16c SE_OBJ_GET_COIN Get coin t 0x2d Yes 0x171 SE_OBJ_DOKAN_BREAK Pipe/Bill Blaster smashed from the side as Mega Player u 0x2e Yes 0x172 SE_PLY_JUMPDAI Jump on trampoline/Pot in final boss intro jumps v 0x2f Yes 0x17b SE_SYS_ONE_UP Get 1-up mushroom w 0x30 Yes 0x17c SE_SYS_ONE_DOWN Unused x 0x31 No 0x1a9 SE_OBJ_TSUBO_BREAK Pot in final boss intro shatters y 0x32 Yes 0x1ab SE_VOC_M_HOEE Mario embarrassed after being kissed by peach z 0x33 Yes 0x1ad SE_VOC_P_THANK_YOU Peach thanks Player after battle À 0x34 No 0x36 SE_EMY_KPJR_UH Bowser Jr. “wakes up” after battle Á 0x35 No 0x37 SE_EMY_KPJR_LAND Bowser Jr. land after jump attack  0x36 No 0x3b SE_EMY_KPJR_GUARD_OFF Bowser Jr. stop hiding in shell Ä 0x37 No 0x3c SE_EMY_KPJR_DAMAGE Bowser Jr. stomped Ç 0x38 No 0x3d SE_EMY_KPJR_PURUPURU Bowser Jr. shakes head after waking up after battle È 0x39 No 0x77 SE_EMY_KAME_HIT_7 Defeat 7th and subsequent enemy in a row while sliding É 0x3a No 0xf6 SE_VOC_OPDM_UN_01 Player looks up at logo Ê 0x3b No 0xfc SE_VOC_OPDM_AWAWA_02   Ë 0x3c No 0xff SE_VOC_OPDM_HOEE   Ì 0x3d No 0x10a SE_VOC_OPDM_PEACH_CRY   Í 0x3e No 0x101 SE_AMB_OPDM_WARBLE Intro birds Î 0x3f No 0x102 SE_AMB_OPDM_THUNDER Thunder strike on castle Ï 0x40 No 0x104 SE_EMY_OPDM_KPJR_FOOT Bowser Jr. sneaks up on peach Ñ 0x41 No 0x109 SE_PLY_OPDM_MA_HIT   Ò 0x42 No 0x10d SE_OBJ_OPDM_NEW_FALL   Ó 0x43 No 0x10e SE_OBJ_OPDM_NEW_SET   Ô 0x44 No 0x10f SE_OBJ_OPDM_LOGO_FALL_L   Ö 0x45 No 0x110 SE_OBJ_OPDM_LOGO_FALL_S   Ù 0x46 No 0x170 SE_OBJ_COIN_BOUND Loose coin hit ground Ú 0x47 No 0x174 SE_OBJ_ITEM_APPEAR Item out of block Û 0x48 No 0x13a SE_SYS_MID_POINT Pass checkpoint Ü 0x49 No 0x13e SE_SYS_HURRY_UP   ß 0x4a No 0x14d SE_PLY_HIP_ATTACK Ground-pound hits ground / Ground-pound hits other player à 0x4b No 0x36 SE_EMY_KPJR_UH Bowser Jr. “wakes up” after battle á 0x4c No 0x37 SE_EMY_KPJR_LAND Bowser Jr. land after jump attack â 0x4d No 0x3b SE_EMY_KPJR_GUARD_OFF Bowser Jr. stop hiding in shell ä 0x4e No 0x3c SE_EMY_KPJR_DAMAGE Bowser Jr. stomped ç 0x4f No 0x3d SE_EMY_KPJR_PURUPURU Bowser Jr. shakes head after waking up after battle è 0x50 No 0x77 SE_EMY_KAME_HIT_7 Defeat 7th and subsequent enemy in a row while sliding é 0x51 No 0xf6 SE_VOC_OPDM_UN_01 Player looks up at logo ê 0x52 No 0xfc SE_VOC_OPDM_AWAWA_02   ë 0x53 No 0xff SE_VOC_OPDM_HOEE   ì 0x54 No 0x10a SE_VOC_OPDM_PEACH_CRY   í 0x55 No 0x101 SE_AMB_OPDM_WARBLE Intro birds î 0x56 No 0x102 SE_AMB_OPDM_THUNDER Thunder strike on castle ï 0x57 No 0x104 SE_EMY_OPDM_KPJR_FOOT Bowser Jr. sneaks up on peach ñ 0x58 No 0x109 SE_PLY_OPDM_MA_HIT   ò 0x59 No 0x10d SE_OBJ_OPDM_NEW_FALL   ó 0x5a No 0x10e SE_OBJ_OPDM_NEW_SET   ô 0x5b No 0x10f SE_OBJ_OPDM_LOGO_FALL_L   ö 0x5c No 0x110 SE_OBJ_OPDM_LOGO_FALL_S   ù 0x5d No 0x170 SE_OBJ_COIN_BOUND Loose coin hit ground ú 0x5e No 0x174 SE_OBJ_ITEM_APPEAR Item out of block û 0x5f No 0x13a SE_SYS_MID_POINT   ü 0x60 No 0x13e SE_SYS_HURRY_UP   . 0x61 No 0x15b SE_PLY_FOOTNOTE_H   • 0x62 No 0x15e SE_PLY_FOOTNOTE_H   _ 0x63 No 0x16a SE_PLY_CHANGE_SMALL Enter/exit pipe / Enter warp / lose powerup - 0x64 No 0x163 SE_PLY_CHANGE_BIG Get powerup / Collect Starman as Mega Player [another type of line] 0x65 No 0x167 SE_PLY_CHANGE_MAME Become mini & 0x66 Yes 0x177 SE_OBJ_BLOCK_BREAK Player break brick block / boss shutter block spawn/break / block broken by tile destroyer sprite / bridge destroyed in Bowser/Big Bowser boss / peach platform destroyed in final boss / Bob-omb destroy block / Big Unagi destroy block / Mummipokey sand ball break ' 0x67 Yes 0x178 SE_PLY_STAR_ATTACK Mega Player touch enemy/Big Player touch Mini Goomba / Big Unagi destroy block / Broozer destroy block "Event Controller - Zone" Setups TODO: - Use these to improve/correct the documentation here and/or in NSMBe's object xml - Add more setups Zone ID 0 should be interchangeable with any other ID, but this needs to be tested. Object Settings Trigger Requirements Player zone ID: 0 Enemies zone ID:   0 The event will only trigger when the player enters zone 0 after all enemies in said zone are destroyed. Player zone ID: 255 Enemies zone ID:   0 The event will trigger when all enemies in zone 0 are destroyed. Player zone ID: 0 Enemies zone ID: 255 The event will trigger when the player enters zone 0. Player zone ID: 255 Enemies zone ID: 255 The event will trigger once the player finishes entering the view. File Formats TODO: - More filetypes - Double-check course data block names - Perhaps info on control bytes and slope controllers? This page lists file formats used by New Super Mario Bros., what they're used for, and their structures. Do recall that the NDS uses little endian, so values are read starting from the least significant byte. Tilesets These files contain information about tilesets. Tile Object Definition Files AKA unt files. These define a tileset's tile objects and can be found in the BG_unt/ folder. These are distinct from the unt_hd files. These consist of an object block, which contain object row blocks, which can contain either a slope controller — a byte greater than or equal to 0x80 , or a tile — defined like so: Length Description 0x1 Control byte 0x2 Map16 tile; can be from any of the loaded tilesets — 0x0000-0x00FF = jyotyu, 0x0100-0x03FF = main tileset, 0x0400-0x05FF = subnohara The end of an object row block is denoted with 0xFE , while the end of an object block is denoted with 0xFF . Unt_hd Files Contain supplementary information about a tileset's tile objects. Can be found in the BG_unt/ folder and will be suffixed with "_hd". Each block is defined suchly: Length Description 0x2 Offset of tile object (in unt file) 0x1 Width 0x1 Height There is a block for each object defined in the tilesets unt file. Courses These files contain information about course areas and can be found in the course/ folder. Course Data Files Course data files contain all the information about a course area bar tile object layout. Files are named X##_# .bin, where X is a letter corresponding to the world, ## is a number corresponding to the course, and # is the area. Blocks are counted starting from 1, a la NSMBe. Header: Length Description 0x4 Block 1 (general settings) offset 0x4 Block 1 (general settings) length 0x4 Block 2 offset 0x4 Block 2 length 0x4 Block 3 (bottom backgrounds) offset 0x4 Block 3 (bottom backgrounds) length 0x4 Block 4 (tilesets) offset 0x4 Block 4 (tilesets) length 0x4 Block 5 (top backgrounds) offset 0x4 Block 5 (top backgrounds) length 0x4 Block 6 (entrances) offset 0x4 Block 6 (entrances) length 0x4 Block 7 (stage objects) offset 0x4 Block 7 (stage objects) length 0x4 Block 8 (views) offset 0x4 Block 8 (views) length 0x4 Block 9 (zones) offset 0x4 Block 9 (zones) length 0x4 Block 10 (progress paths) offset 0x4 Block 10 (progress paths) length 0x4 Block 11 (paths) offset 0x4 Block 11 (paths) length 0x4 Block 12 (progress path nodes) offset 0x4 Block 12 (progress path nodes) length 0x4 Block 13 (path nodes) offset 0x4 Block 13 (path nodes) length 0x4 Block 14 (object banks) offset 0x4 Block 14 (object banks) length Course BgDat Files These files contain information about the placement of tile objects in a course area. Their filenames follow the same convention as the course data files but are suffixed with "_bgdat" Each tile object is defined as such: Length Description 0x1 Tile object number 0x1 Leftmost nybble determines which tileset the object comes from — 0x0 for jyotyu, 0x1 for the main tileset, 0x2 for subnohara 0x2 X position of tile object (top left, relative to top left of stage) 0x2 Y position of tile object (top left, relative to top left of stage) 0x2 Width of tile object 0x2 Height of tile object Each file is terminated with 0xFFFF .