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Using GDB with Ghidra and melonDS
What you'll need: The latest version of Ghidra A build of melonDS that has the GDB enabled The easiest way to get this is to grab a GitHub action build of melonDS. You can find that here. (Note: you'll need to be signed into a GitHub account to download...
Porting old patch syntax to NCPatcher
This page will help you understand how you can port any patching syntax to NCPatcher's. You are searching through NSMBHD or NSMB Central and you find a shiny code patch, you rush and put it in the source folder of your project only to find that a code patch is...
Porting old patches to the NSMB Code Reference
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 ...
Tileset Information
TODO: - Add more info for palette animations (such as which colours animate & info on slots 7 and 31) and tile animations (such as bg animations) - Verify animation speeds - Mention unused files? Unused 3D tile IDs? - Add info from here: https://nsmbhd.net...
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 nod...
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...
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....
Jyotyu Tileset
TODO: 3d tile table, hardcoded tile properties, pictures, lede 1. Jyotyu Palette These files are the palettes used by the Jyotyu tileset: File Description /BG_ncl/d_2d_A_J_jyotyu_B_ncl.bin Blue (underground) jyotyu palette /BG_ncl/d_2d_A_J...
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...
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 ...
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 ...
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 ...
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 (voi...
World Map Files
TODO: Finish the rest & update the descriptions Map Folder: Files Description / Information cursor_koopa_jr.nsbca Bowser Jr's Animation (Joint) cursor_koopa_jr.nsbmd Bowser Jr's World Map Textures cursor_pe...
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.• *Desti...
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] E...