NSMBW/NSMB2/NSMBU Level Format Reference By RoadrunnerWMC with help from Treeki Revision: July 16, 2017 Previous revision: https://pastebin.com/raw/NGhDm8Xn Block Usage Reference (0-13 NSMBW, 0-16 NSMB2, 0-14 NSMBU, 0-14 NSLU) Location New Super Mario Bros. Wii New Super Mario Bros. 2 New Super Mario Bros. U / New Super Luigi U course[0] Tileset Names Tileset Names Tileset Names course[1] Area Settings Area Settings Area Settings course[2] Zones (Bounding) Zones (Bounding) Zones (Bounding) course[3] UNKNOWN (ignored?) UNKNOWN (ignored?) UNKNOWN (ignored?) course[4] Zones (Backgrounds, bgA) Zones (Backgrounds, all) Zones (Backgrounds, all) course[5] Zones (Backgrounds, bgB) ALWAYS STATIC UNKNOWN course[6] Entrances Entrances Entrances course[7] Sprites Sprites Sprites course[8] Sprites Used List Sprites Used List Sprites Used List course[9] Zones (General) Zones (General) Zones (General) course[10] Locations Locations Locations course[11] ALWAYS EMPTY ALWAYS EMPTY ALWAYS EMPTY course[12] Paths ALWAYS EMPTY ALWAYS EMPTY course[13] Path Nodes Paths Paths course[14] - Path Nodes Path Nodes course[15] - Progress Paths - course[16] - Progress Path Nodes - bgdat_L0 Object Data - Object Data bgdat_L1 Object Data Object Data Object Data bgdat_L2 Object Data Object Data Object Data Block 0 - Tileset Names NSMBW + NSMB2 + NSMBU '>32s32s32s32s' Each 32-character string (ascii-encoded?) contains one tileset name, with 0x00 padding at the end. Block 1 - Area Settings NSMBW Always 20 (0x14) bytes long '>IxxxxHh?BBBB?Bx' Breakdown: 0x00 Initial-Events Bitfield 0x01 ^^ 0x02 ^^ 0x03 ^^ 0x04 PAD (0x00) 0x05 PAD (0x00) 0x06 PAD (0x00) 0x07 PAD (0x00) 0x08 Wrap-across-edges + other 0x09 ^^ 0x0A Time limit 0x0B ^^ 0x0C Credits flag 0x0D Unk 1 0x0E Unk 1 0x0F Unk 1 0x10 Starting Entrance ID 0x11 Ambush Flag 0x12 Toad House Type 0x13 PAD (0x00) Value - Wrap-across-edges + other Used values: [0, 1, 8] (usually 0) 1 means wrap across edges Places where 8 is used: 01-06 A1 (rolling hills) 01-06 A3 (bonus area w/ vine and roulette block) 01-28 A1 (Toad House - Star Chest) 02-28 A1 (Toad House - Star Chest) 03-28 A1 (Toad House - Star Chest) 04-22 A3 (The secret outdoor exit in the W4 tower) 04-28 A1 (Toad House - Star Chest) 04-29 A1 (Toad House - Star Chest) 05-28 A1 (Toad House - Star Chest) 06-03 A2 (Underground pipe dokan naibu area) 06-22 A3 (Bonus tower area with pow block, randomized floor bricks and falling coins) 06-28 A1 (Toad House - Star Chest) 07-28 A1 (Toad House - Star Chest) 07-29 A1 (Toad House - Star Chest) 08-28 A1 (Toad House - Star Chest) 09-28 A1 (Toad House - Star Chest) It's a flag that's used in every Star Chest toad house? And some other random places? Hm. Value - Credits Flag https://www.youtube.com/watch?v=23LWdbAAH-Y Value - Unk 1 All 3 occurrences are always identical to each other Either 0 or 100; usually 100 Places where 0 is used: 01-04 A1 01-04 A2 01-20 A3 04-04 A1 04-04 A2 05-05 A1 06-06 A1 06-06 A2 07-01 A1 07-01 A2 07-02 A1 07-04 A1 07-22 A1 07-22 A2 07-22 A3 08-01 A1 08-02 A1 08-02 A2 08-03 A1 No obvious pattern there, except that when it's used in one area it's USUALLY used in all of them (01-20, coin battle, breaks this rule) ... Display this as an unk flag in Reggie. Value - Toad House Type Always identical for all areas in a given level Values: 0 = Not a toad house 1 = Star Toad House 2 = Power-Up Toad House 3 = 1-UP Toad House NSMB2 Always 24 (0x18) bytes long '<8xHHxxxxBBBBBxxx' Breakdown: 0x00 PAD (0x00) 0x01 PAD (0x00) 0x02 PAD (0x00) 0x03 PAD (0x00) 0x04 PAD (0x00) 0x05 PAD (0x00) 0x06 PAD (0x00) 0x07 PAD (0x00) 0x08 Unk 1 0x09 ^^ 0x0A Time Limit 0x0B ^^ 0x0C PAD (0x00) 0x0D PAD (0x64) 0x0E PAD (0x64) 0x0F PAD (0x64) 0x10 Toad House Flag 0x11 Unk 2 0x12 Special Level Flag 0x13 Special Level Flag 2 0x14 Unk 3 0x15 PAD (0x00) 0x16 PAD (0x00) 0x17 PAD (0x00) Value - Unk 1 Used as [0, 8] Analogous to NSMBW 0: Everywhere else 8: 2-14 A1 (W2 tower) 6-14 A1 (W6 tower) Value - Toad House Flag 0 = Not a Toad House 2 = A Toad House Value - Unk 2 [0, 1, 2, 3, 5, 6] (usually 6) 0: 1-12 A2 1-4 A2 1-5 A1 3-9 A2 1: 1-4 A1 2-14 A1 6-14 A1 6-2 A2 9-2 A1 2: 1-12 A1 1-16 A1 3: 4-4 A1 4-4 A2 5: 8-2 A1 6: Everything else Value - Special Level Flag [0, 2, 3, 4, 5, 6] (usually 0) 0: None of the above 2: Powerup Toad House / Star Toad House 3: 1UP Toad House 4: Rainbow Course 5: Credits Stage 6: Cannon Stage Value - Special Level Flag 2 [0, 1, 7] (usually 0) 0: None of the above 1: Boo House 7: ?? 1-14 A2 (W1 Reznor Battle Room) 2-14 A2 (W2 Reznor Battle Room) 3-14 A4 (W3 Reznor Battle Room) MISSING: 4-14 A3 (W4 Reznor Battle Room) 5-14 A2 (W5 Reznor Battle Room) 6-14 A2 (W6 Reznor Battle Room) 8-9 A2 (A random, non-unused, cloud/sky bonus zone?) Value - Unk 3 [0, 7, 9, 10, 50, 100] (usually 0) 0: Everything else 7: 1-10 A1 1-12 A3 1-22 A1 1-23 A1 1-6 A1 1-7 A1 1-9 A1 2-10 A1 2-22 A1 2-23 A1 2-24 A1 2-6 A1 2-7 A1 3-10 A1 3-21 A1 3-22 A1 3-23 A1 3-6 A1 3-7 A1 4-23 A1 4-24 A1 4-6 A1 4-7 A1 5-10 A1 5-22 A1 5-23 A1 5-24 A1 5-7 A1 5-9 A1 5-9 A2 6-10 A1 6-10 A2 6-22 A1 6-23 A1 6-24 A1 6-6 A1 6-7 A1 7-10 A1 7-14 A1 7-21 A1 7-22 A1 7-23 A1 7-4 A1 7-4 A2 7-5 A1 7-5 A2 7-6 A1 7-7 A1 8-10 A1 8-14 A1 8-21 A1 8-22 A1 8-23 A1 8-4 A1 8-4 A2 8-5 A1 8-6 A1 8-7 A1 9-10 A1 9-10 A2 9-10 A3 9-10 A4 9: 1-12 A1 1-12 A2 10: 4-5 A1 5-3 A1 50: 1-1 A1 100: 1-14 A1 1-16 A1 1-24 A1 1-3 A1 1-4 A1 1-5 A2 1-8 A1 2-1 A1 2-1 A2 2-5 A1 3-1 A1 3-14 A1 3-2 A1 3-5 A1 4-12 A1 4-14 A1 4-14 A2 5-14 A1 5-16 A1 5-4 A1 5-4 A2 5-5 A1 5-8 A1 6-1 A1 6-12 A1 6-16 A1 6-4 A1 6-8 A1 7-16 A1 7-24 A1 8-12 A1 8-24 A1 8-8 A1 9-2 A1 9-4 A1 9-4 A2 9-6 A1 9-6 A2 9-8 A1 9-8 A2 NSMBU Always 24 (0x18) bytes long '' Breakdown: 0x00 PAD (0x00) 0x01 PAD (0x00) 0x02 [0, 14] 0x03 [0, 1, 3, 5] 0x04 PAD (0x00) 0x05 PAD (0x00) 0x06 PAD (0x00) 0x07 PAD (0x00) 0x08 PAD (0x00) 0x09 Wrap-across-edges + other 0x0A Time Limit 0x0B ^^ 0x0C PAD (0x00) 0x0D [0, 100] 0x0E [0, 100] 0x0F [0, 100] 0x10 [0, 1, 2, 3, 5, 6, 8, 9, 11, 12, 13] 0x11 PAD (0x00) 0x12 PAD (0x00) 0x13 [0, 10] 0x14 Midway Time Limit 0x15 ^^ 0x16 Midway Time Limit 2 0x17 ^^ Unknown 0x02: 14: NSMBU: 5-5 A1 + A4 Unknown 0x03: 1: ['NSLU 2-2 A2 E0', 'NSLU 2-3 A1 E0', 'NSLU 2-4 A1 E0', 'NSLU 3-2 A1 E0', 'NSLU 3-23 A1 E0', 'NSLU 3-5 A1 E0', 'NSLU 4-16 A1 E0', 'NSLU 4-20 A1 E0', 'NSLU 5-17 A1 E0', 'NSLU 5-3 A1 E0', 'NSLU 5-37 A1 E0', 'NSLU 6-21 A3 E0', 'NSLU 6-22 A1 E0', 'NSLU 7-37 A1 E0', 'NSLU 8-3 A1 E0', 'NSLU 8-4 A2 E0', 'NSLU 8-42 A3 E0', 'NSLU 8-43 A4 E0', 'NSLU 9-7 A1 E0', 'NSLU 9-8 A2 E0', 'NSMBU 1-13 A1 E0', 'NSMBU 1-23 A1 E0', 'NSMBU 1-3 A1 E0', 'NSMBU 1-5 A1 E0', 'NSMBU 11-6 A1 E0', 'NSMBU 11-6 A3 E0', 'NSMBU 11-7 A1 E0', 'NSMBU 11-7 A2 E0', 'NSMBU 11-8 A1 E0', 'NSMBU 11-8 A2 E0', 'NSMBU 13-3 A1 E0', 'NSMBU 13-3 A2 E0', 'NSMBU 13-4 A1 E0', 'NSMBU 13-5 A1 E0', 'NSMBU 16-2 A1 E0', 'NSMBU 17-1 A1 E0', 'NSMBU 17-2 A1 E0', 'NSMBU 17-3 A1 E0', 'NSMBU 18-8 A1 E0', 'NSMBU 2-1 A1 E0', 'NSMBU 2-14 A2 E0', 'NSMBU 2-2 A2 E0', 'NSMBU 2-3 A1 E0', 'NSMBU 2-4 A1 E0', 'NSMBU 2-5 A1 E0', 'NSMBU 2-6 A1 E0', 'NSMBU 3-5 A1 E0', 'NSMBU 4-16 A1 E0', 'NSMBU 4-20 A3 E0', 'NSMBU 4-23 A1 E0', 'NSMBU 4-3 A1 E0', 'NSMBU 5-17 A1 E0', 'NSMBU 5-17 A2 E0', 'NSMBU 5-23 A1 E0', 'NSMBU 5-3 A1 E0', 'NSMBU 5-37 A1 E0', 'NSMBU 6-1 A1 E0', 'NSMBU 6-21 A3 E0', 'NSMBU 6-22 A1 E0', 'NSMBU 6-22 A2 E0', 'NSMBU 6-3 A1 E0', 'NSMBU 7-2 A1 E0', 'NSMBU 7-37 A1 E0', 'NSMBU 7-5 A1 E0', 'NSMBU 8-1 A1 E0', 'NSMBU 8-3 A1 E0', 'NSMBU 8-3 A2 E0', 'NSMBU 8-4 A1 E0', 'NSMBU 8-4 A2 E0', 'NSMBU 8-42 A1 E0', 'NSMBU 8-42 A2 E0', 'NSMBU 8-42 A3 E0', 'NSMBU 8-43 A4 E0', 'NSMBU 9-3 A1 E0', 'NSMBU 9-6 A2 E0', 'NSMBU 9-7 A1 E0', 'NSMBU 9-8 A2 E0'] 3: ['NSMBU 4-20 A1 E0'] 5: ['NSMBU 5-5 A1 E0', 'NSMBU 5-5 A2 E0', 'NSMBU 5-5 A3 E0'] Wrap-across-edges + other: See other games, obviously 8: ['NSLU 1-25 A1 E0', 'NSLU 1-26 A1 E0', 'NSLU 1-27 A1 E0', 'NSLU 1-28 A1 E0', 'NSLU 1-29 A1 E0', 'NSLU 1-30 A1 E0', 'NSLU 1-31 A1 E0', 'NSLU 1-41 A1 E0', 'NSLU 1-47 A1 E0', 'NSLU 1-48 A1 E0', 'NSLU 1-49 A1 E0', 'NSLU 1-58 A1 E0', 'NSLU 2-25 A1 E0', 'NSLU 2-26 A1 E0', 'NSLU 2-27 A1 E0', 'NSLU 2-28 A1 E0', 'NSLU 3-25 A1 E0', 'NSMBU 1-1 A3 E0', 'NSMBU 1-25 A1 E0', 'NSMBU 1-26 A1 E0', 'NSMBU 1-27 A1 E0', 'NSMBU 1-28 A1 E0', 'NSMBU 1-29 A1 E0', 'NSMBU 1-3 A1 E0', 'NSMBU 1-3 A2 E0', 'NSMBU 1-30 A1 E0', 'NSMBU 1-31 A1 E0', 'NSMBU 1-41 A1 E0', 'NSMBU 1-47 A1 E0', 'NSMBU 1-48 A1 E0', 'NSMBU 1-49 A1 E0', 'NSMBU 1-58 A1 E0', 'NSMBU 2-25 A1 E0', 'NSMBU 2-26 A1 E0', 'NSMBU 2-27 A1 E0', 'NSMBU 2-28 A1 E0', 'NSMBU 3-25 A1 E0', 'NSMBU 4-25 A1 E0'] Unknown 0x0D: 0: ['NSLU 1-13 A2', 'NSLU 1-2 A1', 'NSLU 1-2 A2', 'NSLU 1-3 A1', 'NSLU 1-5 A2', 'NSLU 2-4 A1', 'NSLU 3-2 A2', 'NSLU 3-5 A2', 'NSLU 4-23 A1', 'NSLU 4-3 A1', 'NSLU 5-5 A1', 'NSLU 6-1 A1', 'NSLU 6-5 A1', 'NSLU 7-1 A1', 'NSLU 8-1 A1', 'NSLU 9-3 A2', 'NSLU 9-9 A2', 'NSMBU 1-13 A2', 'NSMBU 1-2 A1', 'NSMBU 1-2 A2', 'NSMBU 11-2 A3', 'NSMBU 11-4 A1', 'NSMBU 11-5 A2', 'NSMBU 14-7 A1', 'NSMBU 15-4 A1', 'NSMBU 15-5 A1', 'NSMBU 3-2 A1', 'NSMBU 3-2 A2', 'NSMBU 3-5 A2', 'NSMBU 6-5 A1', 'NSMBU 6-5 A2', 'NSMBU 7-1 A1', 'NSMBU 7-1 A2', 'NSMBU 7-1 A3', 'NSMBU 8-1 A1', 'NSMBU 9-3 A2', 'NSMBU 9-9 A1'] Unknown 0x10: 1: NSLU: 2-Castle A2, 4-Tower A2, 4-Castle A2, 5-Castle A2, 5-6 A2, 7-Castle A2 NSMBU: 1-Castle A2, 2-Castle A2, 4-Ghost A2, 4-Tower A2, 4-Castle A2, 5-Castle A3, 5-6 A2, 7-Castle A2, 9-6 A3 2: NSMBU: Coin Battle-2 A2 3: NSMBU: Coin Battle-2 A3, 3-4 A2, 6-Tower2 A2, 8-Castle1 A2, 9-5 A2, 9-6 A2 5: NSLU: 7-Ship A2, 8-Castle1 A3, 8-Castle2 A2 NSMBU: 7-Ship A2, 8-Castle1 A3, 8-Castle2 A2, Coin Battle-6 A2 6: NSLU: 5-Ship A2, NSMBU: 5-Ship A2 8: NSMBU: 1-1 A3 9: NSMBU: 3-1 A2, 3-4 A3; NSLU: 3-1 A2 11: NSMBU: 2-4 A2, 8-Castle2 A3; NSLU: 8-Castle2 A3 12: NSMBU: 1-3 A2 13: NSMBU: 2-Tower A2; NSLU: 2-Tower A2 Unknown 0x13: 10: NSMBU: 5-Ship A1; NSLU: 5-Ship A1 Midway Time Limit: Frequencies: {0: 112, 20: 38, 100: 3, 200: 4, 300: 232, 400: 87, 500: 5} Places where used: Value 0: NSLU 1-1 A1 NSLU 1-13 A1 NSLU 1-13 A2 NSLU 1-2 A1 NSLU 1-21 A1 NSLU 1-23 A1 NSLU 1-23 A2 NSLU 1-23 A3 NSLU 2-1 A1 NSLU 2-14 A1 NSLU 2-21 A1 NSLU 2-23 A1 NSLU 2-3 A1 NSLU 2-3 A2 NSLU 2-4 A1 NSLU 2-4 A3 NSLU 2-6 A1 NSLU 2-6 A2 NSLU 3-15 A1 NSLU 3-15 A2 NSLU 3-20 A1 NSLU 3-20 A2 NSLU 3-23 A1 NSLU 4-16 A1 NSLU 4-2 A1 NSLU 4-32 A1 NSLU 4-33 A1 NSLU 4-34 A1 NSLU 4-5 A1 NSLU 4-5 A2 NSLU 4-55 A1 NSLU 4-56 A1 NSLU 4-57 A1 NSLU 5-17 A1 NSLU 5-2 A2 NSLU 5-20 A1 NSLU 5-21 A1 NSLU 5-23 A1 NSLU 5-23 A2 NSLU 5-23 A3 NSLU 5-32 A1 NSLU 5-33 A1 NSLU 5-34 A1 NSLU 5-5 A1 NSLU 5-55 A1 NSLU 5-56 A1 NSLU 5-6 A1 NSLU 5-6 A2 NSLU 6-2 A1 NSLU 6-2 A2 NSLU 6-21 A1 NSLU 6-22 A1 NSLU 7-1 A1 NSLU 7-3 A1 NSLU 7-32 A1 NSLU 7-33 A1 NSLU 7-34 A1 NSLU 7-37 A1 NSLU 7-55 A1 NSLU 8-1 A1 NSLU 8-2 A1 NSLU 8-42 A1 NSLU 8-42 A2 NSLU 8-42 A3 NSLU 8-43 A1 NSLU 9-1 A1 NSLU 9-3 A1 NSLU 9-3 A2 NSLU 9-4 A1 NSLU 9-4 A2 NSLU 9-5 A1 NSLU 9-6 A1 NSLU 9-7 A1 NSLU 9-9 A1 NSMBU 11-2 A1 NSMBU 11-2 A2 NSMBU 11-6 A1 NSMBU 11-6 A2 NSMBU 11-6 A3 NSMBU 15-1 A1 NSMBU 18-6 A1 NSMBU 2-14 A1 NSMBU 2-14 A2 NSMBU 3-15 A1 NSMBU 3-15 A2 NSMBU 4-16 A1 NSMBU 4-32 A1 NSMBU 4-33 A1 NSMBU 4-34 A1 NSMBU 4-55 A1 NSMBU 4-56 A1 NSMBU 4-57 A1 NSMBU 5-32 A1 NSMBU 5-33 A1 NSMBU 5-34 A1 NSMBU 5-55 A1 NSMBU 5-56 A1 NSMBU 7-32 A1 NSMBU 7-33 A1 NSMBU 7-34 A1 NSMBU 7-55 A1 NSMBU 8-2 A1 NSMBU 8-42 A1 NSMBU 8-42 A2 NSMBU 8-42 A3 NSMBU 9-1 A1 NSMBU 9-4 A1 NSMBU 9-4 A2 NSMBU 9-5 A1 NSMBU 9-5 A2 NSMBU 9-7 A1 NSMBU 9-9 A1 Value 20: NSLU 1-32 A1 NSLU 1-33 A1 NSLU 1-34 A1 NSLU 1-55 A1 NSLU 2-32 A1 NSLU 2-33 A1 NSLU 2-34 A1 NSLU 2-55 A1 NSLU 2-56 A1 NSLU 2-57 A1 NSLU 3-32 A1 NSLU 3-33 A1 NSLU 3-34 A1 NSLU 3-55 A1 NSMBU 1-32 A1 NSMBU 1-33 A1 NSMBU 1-34 A1 NSMBU 1-55 A1 NSMBU 13-6 A1 NSMBU 14-4 A1 NSMBU 14-5 A1 NSMBU 14-5 A2 NSMBU 14-5 A3 NSMBU 14-8 A1 NSMBU 15-2 A1 NSMBU 15-2 A2 NSMBU 18-1 A1 NSMBU 18-5 A1 NSMBU 2-32 A1 NSMBU 2-33 A1 NSMBU 2-34 A1 NSMBU 2-55 A1 NSMBU 2-56 A1 NSMBU 2-57 A1 NSMBU 3-32 A1 NSMBU 3-33 A1 NSMBU 3-34 A1 NSMBU 3-55 A1 Value 100: NSLU 1-3 A1 NSLU 1-4 A1 NSLU 5-3 A1 Value 200: NSLU 1-46 A1 NSMBU 1-46 A1 NSMBU 11-7 A4 NSMBU 13-1 A1 Value 300: NSLU 1-2 A2 NSLU 1-25 A1 NSLU 1-26 A1 NSLU 1-27 A1 NSLU 1-28 A1 NSLU 1-29 A1 NSLU 1-30 A1 NSLU 1-31 A1 NSLU 1-39 A1 NSLU 1-41 A1 NSLU 1-47 A1 NSLU 1-48 A1 NSLU 1-49 A1 NSLU 1-5 A1 NSLU 1-5 A2 NSLU 1-58 A1 NSLU 2-2 A1 NSLU 2-2 A2 NSLU 2-25 A1 NSLU 2-26 A1 NSLU 2-27 A1 NSLU 2-28 A1 NSLU 2-4 A2 NSLU 2-5 A1 NSLU 3-1 A1 NSLU 3-1 A2 NSLU 3-2 A1 NSLU 3-2 A2 NSLU 3-25 A1 NSLU 3-3 A1 NSLU 3-4 A1 NSLU 3-5 A1 NSLU 3-5 A2 NSLU 4-1 A1 NSLU 4-20 A1 NSLU 4-23 A1 NSLU 4-3 A1 NSLU 4-4 A1 NSLU 5-1 A1 NSLU 5-2 A1 NSLU 5-4 A1 NSLU 5-5 A2 NSLU 5-7 A1 NSLU 5-7 A2 NSLU 6-1 A1 NSLU 6-3 A1 NSLU 6-4 A1 NSLU 6-4 A2 NSLU 6-5 A1 NSLU 6-6 A1 NSLU 6-7 A1 NSLU 6-7 A2 NSLU 7-2 A1 NSLU 7-20 A1 NSLU 7-20 A2 NSLU 7-4 A1 NSLU 7-5 A1 NSLU 7-6 A1 NSLU 8-3 A1 NSLU 8-4 A1 NSLU 8-4 A2 NSLU 8-43 A2 NSLU 8-43 A3 NSLU 9-2 A1 NSLU 9-8 A1 NSLU 9-8 A2 NSLU 9-9 A2 NSMBU 1-1 A1 NSMBU 1-1 A2 NSMBU 1-1 A3 NSMBU 1-13 A1 NSMBU 1-13 A2 NSMBU 1-2 A1 NSMBU 1-2 A2 NSMBU 1-2 A3 NSMBU 1-25 A1 NSMBU 1-26 A1 NSMBU 1-27 A1 NSMBU 1-28 A1 NSMBU 1-29 A1 NSMBU 1-3 A1 NSMBU 1-3 A2 NSMBU 1-30 A1 NSMBU 1-31 A1 NSMBU 1-39 A1 NSMBU 1-4 A1 NSMBU 1-41 A1 NSMBU 1-47 A1 NSMBU 1-48 A1 NSMBU 1-49 A1 NSMBU 1-5 A1 NSMBU 1-58 A1 NSMBU 11-1 A1 NSMBU 11-2 A3 NSMBU 11-3 A1 NSMBU 11-4 A1 NSMBU 11-5 A1 NSMBU 11-5 A2 NSMBU 11-5 A3 NSMBU 11-7 A1 NSMBU 11-7 A2 NSMBU 11-7 A3 NSMBU 12-2 A1 NSMBU 12-3 A1 NSMBU 12-4 A1 NSMBU 13-2 A1 NSMBU 13-3 A1 NSMBU 13-3 A2 NSMBU 13-4 A1 NSMBU 13-5 A1 NSMBU 13-7 A1 NSMBU 13-8 A1 NSMBU 14-1 A1 NSMBU 14-2 A1 NSMBU 14-6 A1 NSMBU 14-7 A1 NSMBU 15-3 A1 NSMBU 15-4 A1 NSMBU 15-5 A1 NSMBU 15-6 A1 NSMBU 15-7 A1 NSMBU 16-1 A1 NSMBU 16-2 A1 NSMBU 16-3 A1 NSMBU 16-5 A1 NSMBU 16-6 A1 NSMBU 16-7 A1 NSMBU 16-8 A1 NSMBU 17-1 A1 NSMBU 17-2 A1 NSMBU 17-3 A1 NSMBU 17-4 A1 NSMBU 17-5 A1 NSMBU 17-6 A1 NSMBU 18-2 A1 NSMBU 18-3 A1 NSMBU 18-4 A1 NSMBU 18-7 A1 NSMBU 18-8 A1 NSMBU 2-1 A1 NSMBU 2-2 A1 NSMBU 2-2 A2 NSMBU 2-25 A1 NSMBU 2-26 A1 NSMBU 2-27 A1 NSMBU 2-28 A1 NSMBU 2-3 A1 NSMBU 2-3 A2 NSMBU 2-4 A1 NSMBU 2-4 A2 NSMBU 2-4 A3 NSMBU 2-5 A1 NSMBU 2-6 A1 NSMBU 2-6 A2 NSMBU 3-1 A1 NSMBU 3-1 A2 NSMBU 3-2 A1 NSMBU 3-2 A2 NSMBU 3-25 A1 NSMBU 3-3 A1 NSMBU 3-3 A2 NSMBU 3-3 A3 NSMBU 3-4 A1 NSMBU 3-4 A2 NSMBU 3-4 A3 NSMBU 3-5 A1 NSMBU 3-5 A2 NSMBU 4-1 A1 NSMBU 4-2 A1 NSMBU 4-20 A1 NSMBU 4-20 A2 NSMBU 4-20 A3 NSMBU 4-25 A1 NSMBU 4-3 A1 NSMBU 4-4 A1 NSMBU 4-5 A1 NSMBU 4-5 A2 NSMBU 5-1 A1 NSMBU 5-1 A2 NSMBU 5-17 A1 NSMBU 5-17 A2 NSMBU 5-2 A1 NSMBU 5-2 A2 NSMBU 5-2 A3 NSMBU 5-3 A1 NSMBU 5-4 A1 NSMBU 5-5 A1 NSMBU 5-5 A2 NSMBU 5-5 A3 NSMBU 5-5 A4 NSMBU 5-6 A1 NSMBU 5-6 A2 NSMBU 5-7 A1 NSMBU 5-7 A2 NSMBU 6-1 A1 NSMBU 6-2 A1 NSMBU 6-3 A1 NSMBU 6-4 A1 NSMBU 6-4 A2 NSMBU 6-5 A1 NSMBU 6-5 A2 NSMBU 6-6 A1 NSMBU 6-6 A2 NSMBU 6-7 A1 NSMBU 6-7 A2 NSMBU 7-1 A1 NSMBU 7-1 A2 NSMBU 7-1 A3 NSMBU 7-2 A1 NSMBU 7-20 A1 NSMBU 7-20 A2 NSMBU 7-20 A3 NSMBU 7-20 A4 NSMBU 7-3 A1 NSMBU 7-4 A1 NSMBU 7-4 A2 NSMBU 7-5 A1 NSMBU 7-5 A2 NSMBU 7-6 A1 NSMBU 8-1 A1 NSMBU 8-3 A1 NSMBU 8-3 A2 NSMBU 8-4 A1 NSMBU 8-4 A2 NSMBU 9-2 A1 NSMBU 9-3 A1 NSMBU 9-3 A2 NSMBU 9-6 A1 NSMBU 9-6 A2 NSMBU 9-6 A3 NSMBU 9-8 A1 NSMBU 9-8 A2 Value 400: NSLU 1-21 A2 NSLU 2-21 A2 NSLU 2-23 A2 NSLU 2-23 A3 NSLU 3-21 A1 NSLU 3-21 A2 NSLU 3-23 A2 NSLU 3-23 A3 NSLU 4-20 A2 NSLU 4-21 A1 NSLU 4-21 A2 NSLU 4-23 A2 NSLU 4-23 A3 NSLU 5-20 A2 NSLU 5-21 A2 NSLU 5-37 A1 NSLU 5-37 A2 NSLU 6-21 A2 NSLU 6-21 A3 NSLU 6-22 A2 NSLU 6-23 A1 NSLU 6-23 A2 NSLU 6-23 A3 NSLU 6-23 A4 NSLU 7-21 A1 NSLU 7-21 A2 NSLU 7-23 A1 NSLU 7-23 A2 NSLU 7-23 A3 NSLU 7-37 A2 NSMBU 1-21 A1 NSMBU 1-21 A2 NSMBU 1-23 A1 NSMBU 1-23 A2 NSMBU 1-23 A3 NSMBU 11-8 A1 NSMBU 11-8 A2 NSMBU 12-1 A1 NSMBU 16-4 A1 NSMBU 2-21 A1 NSMBU 2-21 A2 NSMBU 2-23 A1 NSMBU 2-23 A2 NSMBU 2-23 A3 NSMBU 3-20 A1 NSMBU 3-20 A2 NSMBU 3-21 A1 NSMBU 3-21 A2 NSMBU 3-21 A3 NSMBU 3-23 A1 NSMBU 3-23 A2 NSMBU 3-23 A3 NSMBU 4-21 A1 NSMBU 4-21 A2 NSMBU 4-23 A1 NSMBU 4-23 A2 NSMBU 4-23 A3 NSMBU 5-20 A1 NSMBU 5-20 A2 NSMBU 5-20 A3 NSMBU 5-20 A4 NSMBU 5-21 A1 NSMBU 5-21 A2 NSMBU 5-23 A1 NSMBU 5-23 A2 NSMBU 5-23 A3 NSMBU 5-23 A4 NSMBU 5-37 A1 NSMBU 5-37 A2 NSMBU 6-21 A1 NSMBU 6-21 A2 NSMBU 6-21 A3 NSMBU 6-22 A1 NSMBU 6-22 A2 NSMBU 6-22 A3 NSMBU 6-23 A1 NSMBU 6-23 A2 NSMBU 6-23 A3 NSMBU 6-23 A4 NSMBU 7-21 A1 NSMBU 7-21 A2 NSMBU 7-21 A3 NSMBU 7-23 A1 NSMBU 7-23 A2 NSMBU 7-23 A3 NSMBU 7-37 A1 NSMBU 7-37 A2 Value 500: NSLU 8-43 A4 NSMBU 8-43 A1 NSMBU 8-43 A2 NSMBU 8-43 A3 NSMBU 8-43 A4 Midway Time Limit 2: 0: Almost everywhere 300: NSLU: 7-Ship A2, NSMBU: 7-Ship A1 + A2 Block 2 - Zone Boundings NSMBW Variable sections Sections are 24 (0x18) bytes long '>llllHxBxxxx' Breakdown: 0x00 Upper Bound 0x01 ^^ 0x02 ^^ 0x03 ^^ 0x04 Lower Bound 0x05 ^^ 0x06 ^^ 0x07 ^^ 0x08 Mysterious Upper Bound 2 0x09 ^^ 0x0A ^^ 0x0B ^^ 0x0C Mysterious Lower Bound 2 0x0D ^^ 0x0E ^^ 0x0F ^^ 0x10 Bounding ID 0x11 ^^ 0x12 Unknown Bounding Flag 0x13 ^^ 0x14 PAD (0x00) 0x15 PAD (0x00) 0x16 PAD (0x00) 0x17 PAD (0x00) NSMB2 Variable sections Sections are 28 (0x1C) bytes long 'xxHHxx' Breakdown: 0x00 PAD (0x00) 0x01 PAD (0x00) 0x02 UnkVal1 0x03 ^^ 0x04 UnkVal2 0x05 ^^ 0x06 PAD (0x00) 0x07 PAD (0x00) Value - UnkVal1 Used values: {0, 2, 3} Value - UnkVal2 Used values: {0, 2, 3, 66} NSMB2 Always 1 section Sections are 8 (0x08) bytes long 'xBhhhhHHHxxxBxxxx' Breakdown: 0x00 Background Block ID (compared to the Zone Block) 0x01 ^^ 0x02 X Scroll Rate (signed) 0x03 ^^ 0x04 Y Scroll Rate (signed) 0x05 ^^ 0x06 Y Position (signed) 0x07 ^^ 0x08 X Position (signed) 0x09 ^^ 0x0A Background ID 1 0x0B ^^ 0x0C Background ID 2 0x0D ^^ 0x0E Background ID 3 0x0F ^^ 0x10 PAD (0x00) 0x11 PAD (0x00) 0x12 PAD (0x00) 0x13 Zoom Level 0x14 PAD (0x00) 0x15 PAD (0x00) 0x16 PAD (0x00) 0x17 PAD (0x00) NSMB2 Variable sections Sections are 28 (0x1C) bytes long 'HH4x16sHxx' Breakdown: 0x00 Background Block ID (compared to the Zone Block) 0x01 ^^ 0x02 Unknown value {0: 584, 100: 4} 0x03 ^^ 0x04 PAD (0x00) 0x05 PAD (0x00) 0x06 PAD (0x00) 0x07 PAD (0x00) 0x08 Name (str; 0x10 bytes long) (TODO: figure out encoding -- ASCII? Latin-1? SHIFT-JIS? UTF-8 (unlikely)?) 0x09 ^^ 0x0A ^^ 0x0B ^^ 0x0C ^^ 0x0D ^^ 0x0E ^^ 0x0F ^^ 0x10 ^^ 0x11 ^^ 0x12 ^^ 0x13 ^^ 0x14 ^^ 0x15 ^^ 0x16 ^^ 0x17 ^^ 0x18 Unknown value {0: 354, 1: 254} 0x19 ^^ 0x1A PAD (0x00) 0x1B PAD (0x00) Block 5 - Different Purposes NSMBW See Block 4 - exactly the same. BgB data. NSMB2 This block is always (00 00 FF FF FF FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00), and seems to be just a dummied-out version of NSMBU's. NSMBU Appears to be unused. :( Variable sections Sections are 10 (0x0A) bytes long 20, 40, 60, 80 Breakdown: 0x00 PAD (0x00) 0x01 {0: 1175, 1: 158, 2: 43, 3: 4, 10: 4} 0x02 {0: 692, 3: 2, 4: 2, 255: 688} 0x03 {0: 688, 1: 4, 2: 4, 255: 688} 0x04 {0: 696, 255: 688} 0x05 {0: 688, 1: 2, 10: 4, 4: 2, 255: 688} 0x06 PAD (0x00) 0x07 PAD (0x00) 0x08 {0: 1030, 1: 5, 2: 349} 0x09 PAD (0x00) Block 6 - Entrances NSMBW Variable sections Sections are 20 (0x14) bytes long '>HHxxxxBBBBxBBBHxB' Breakdown: 0x00 X Position 0x01 ^^ 0x02 Y Position 0x03 ^^ 0x04 PAD (0x00) 0x05 PAD (0x00) 0x06 PAD (0x00) 0x07 PAD (0x00) 0x08 Entrance ID 0x09 Destination Area 0x0A Destination Entrance 0x0B Entrance Type 0x0C PAD (0x00) 0x0D Zone Associated With 0x0E Active Layer 0x0F Connected Pipe Path 0x10 PAD (0x00) 0x11 Settings (TLDR: 0x80 means "not enterable") 0b10000000 NOT Enterable 0b01000000 PAD (0b0) 0b00100000 PAD (0b0) 0b00010000 PAD (0b0) 0b00001000 Connected Pipe 0b00000100 Forward Pipe 0b00000010 Unknown Entrance Flag 0b00000001 Connected Pipe Reverse 0x12 PAD (0x00) 0x13 Connected Pipe Direction NSMB2 Variable sections Sections are 24 (0x18) bytes long ' 0x0C has to do with per-player spawning (3 spawns Mario and Luigi, 12 spawns the toads) OR it might be direction the players face... [16:38:18] Only left and right have different settings [16:38:36] The 2 entrances left have the same settings though [16:38:50] (apart from entrance type and entrance id [16:38:54] ) [16:39:17] Same goes for the two entrances at the right of the screen [16:40:18] And the unknown that is different between left and right is 0x0C [16:40:48] In that case, could it be "direction the players face"? [16:40:59] Could be 0x0D Zone Associated With 0x0E PAD (0x00) 0x0F [0, 1, 2] - {0: 1377, 1: 20, 2: 117} 0x10 Upper byte of u16 Settings (unused) 0x11 Settings (TLDR: 0x80 means "not enterable") 0b10000000 - NOT Enterable 0b01000000 - PAD (0x00) 0b00100000 - PAD (0x00) 0b00010000 - PAD (0x00) 0b00001000 - PAD (0x00) 0b00000100 - PAD (0x00) 0b00000010 - PAD (0x00) 0b00000001 - Unknown 0x12 [0, 1, 2, 3, 4, 5, 6, 7, 10, 11] - {0: 1469, 1: 2, 2: 4, 3: 9, 4: 5, 5: 7, 6: 7, 7: 1, 10: 7, 11: 3} Setting this to 5 will cause this entrance to spawn the players' current baby Yoshis if they're coming out of an entrance that doesn't support them holding it (ex. vine exits). TODO: figure out how this connects to the other entrance. 0x13 [0, 1, 2, 3, 4, 5, 6, 7, 21] - {0: 1338, 1: 123, 2: 19, 3: 11, 4: 7, 5: 12, 6: 2, 7: 1, 21: 1} Used by the game for something, related to the AreaTask class (Kinnay said this, I think) 1 causes it to have the "zoom out after a second" effect 21 seems to be vine-related, maybe (note that entrance type 21 is also vine-entrance) 0x14 [0, 3, 5, 6] - {0: 1507, 3: 1, 5: 3, 6: 3} 0x15 [0, 2, 5] - {0: 1508, 2: 3, 5: 3} 0x16 [0, 3, 5, 7, 8, 10] - {0: 1472, 3: 4, 5: 10, 7: 6, 8: 6, 10: 16} Set to 10 makes it a pipe entrance, regardless of type 0x17 PAD (0x00) Block 7 - Sprites NSMBW Variable sections Sections are 16 (0x10) bytes long The sections are followed by 0xFF FF FF FF to signify the end of the block Breakdown: 0x00 Sprite Type 0x01 ^^ 0x02 X Position 0x03 ^^ 0x04 Y Position 0x05 ^^ 0x06 Sprite Data 0x07 ^^ 0x08 ^^ 0x09 ^^ 0x0A ^^ 0x0B ^^ 0x0C Zone Associated With 0x0D Layer 0x0E PAD (0x00) 0x0F PAD (0x00) Layer Value Hi, are you here right now? <__Ninji> I'm here, but busy OK, I just had a couple of questions about NSMBW that I was wondering if you could answer from memory? ... Second: The last byte of sprite data in NSMBW has something to do with switching the layer on which sprites appear. Grop quoted you on RVLution recently as calling it "a mess." So I'll ask a more general question than "how does it work": Do you know if the game interprets that byte as an entire byte or as two individual nybbles? <__Ninji> IIRC it's one byte, but values other than 0/1/2 will not get you any useful behaviour OK, thanks! That will help a lot. NSMB2 Variable sections Sections are 24 (0x18) bytes long The sections are followed by 0xFF FF FF FF to signify the end of the block Breakdown: 0x00 Sprite Type 0x01 ^^ 0x02 X Position 0x03 ^^ 0x04 Y Position 0x05 ^^ 0x06 Sprite Data 0x07 ^^ 0x08 ^^ 0x09 ^^ 0x0A ^^ 0x0B ^^ 0x0C ^^ 0x0D ^^ 0x0E ^^ 0x0F ^^ 0x10 Zone Associated With (CONFIRMED via RE: Only one byte.) 0x11 PAD (0x00) 0x12 Sprite Data (Continued) 0x13 ^^ 0x14 PAD (0x00) 0x15 PAD (0x00) 0x16 PAD (0x00) 0x17 PAD (0x00) Note: Unlike the surrounding games, byte 0x11 has no effect here. In fact, none of bytes 0x11-0x17 control the active layer. Confirmed through testing. NSMBU: Variable Sections Sections are 24 (0x18) bytes long The sections are followed by 0xFF FF FF FF to signify the end of the block Breakdown: 0x00 Sprite Type 0x01 ^^ 0x02 X Position 0x03 ^^ 0x04 Y Position 0x05 ^^ 0x06 Sprite Data 0x07 ^^ 0x08 ^^ 0x09 ^^ 0x0A ^^ 0x0B ^^ 0x0C ^^ 0x0D ^^ 0x0E ^^ 0x0F ^^ 0x10 Zone Associated With 0x11 Layer? (Used values line up...) 0x12 Sprite Data (Continued) 0x13 ^^ 0x14 ^^? (This is a flag.) 0x15 PAD (0x00) 0x16 PAD (0x00) 0x17 PAD (0x00) Block 8 - Sprites Used List This block lists out all of the sprite IDs used in the level. The game only loads resources for sprites listed here. NSMBW Variable sections Sections are 4 (0x04) bytes long '>Hxx' Breakdown: 0x00 Sprite Type 0x01 ^^ 0x02 PAD (0x00) 0x03 PAD (0x00) NSMB2 Variable sections Sections are 4 (0x04) bytes long 'Hxx' Breakdown: 0x00 Sprite Type 0x01 ^^ 0x02 PAD (0x00) 0x03 PAD (0x00) Block 9 - General Zone Settings NSMBW Variable sections Sections are 24 (0x18) bytes long '>hhhhHHBBBBxBBBBxBB' Breakdown: 0x00 X Position 0x01 ^^ 0x02 Y Position 0x03 ^^ 0x04 Width 0x05 ^^ 0x06 Height 0x07 ^^ 0x08 Zone Theme 0x09 ^^ 0x0A Terrain Lighting 0x0B ^^ 0x0C Zone ID 0x0D Bounding Block ID 0x0E Tracking/Zoom Settings 0x0F Zoom Settings 0x10 PAD (0x00) 0x11 Visibility (darkness) 0x12 Background A Block ID 0x13 Background B Block ID 0x14 Multiplayer Tracking 0x15 PAD (0x00) 0x16 Background Music 0x17 Sound Modulation Zone Theme 0: Overworld 1: Underground 2: Underwater 3: Lava/Volcano (reddish) 4: Desert 5: Beach* 6: Forest* 7: Snow Overworld* 8: Sky/Bonus* 9: Mountains* 10: Tower 11: Castle 12: Ghost House 13: River Cave 14: Ghost House Exit 15: Underwater Cave 16: Desert Cave 17: Icy Cave* 18: Lava/Volcano 19: Final Battle 20: World 8 Castle 21: World 8 Doomship* 22: Lit Tower Info Hi, are you here right now? <__Ninji> I'm here, but busy OK, I just had a couple of questions about NSMBW that I was wondering if you could answer from memory? First, did you ever find out what zone "bias" actually does? * RoadrunnerWMC will wait patiently for a reply because __Ninji is busy <__Ninji> I did not, no Oh, ok. NSMB2 Variable sections Sections are 28 (0x1C) bytes long 'HHHHBxxx' Breakdown: 0x00 X Position 0x01 ^^ 0x02 Y Position 0x03 ^^ 0x04 Width 0x05 ^^ 0x06 Height 0x07 ^^ 0x08 Location ID 0x09 PAD (0x00) 0x0A PAD (0x00) 0x0B PAD (0x00) NSMB2 Variable sections 12 (0x0C) bytes per section 'HHHHBxxx' Breakdown: 0x00 X Position 0x01 ^^ 0x02 Y Position 0x03 ^^ 0x04 Width 0x05 ^^ 0x06 Height 0x07 ^^ 0x08 Location ID 0x09 PAD (0x00) 0x0A PAD (0x00) 0x0B PAD (0x00) Block 11 - Always Empty NSMBW Always empty NSMB2 Always empty NSMBU Always empty Block 12 - Different Purposes NSMBW - Paths Variable sections Sections are 8 (0x08) bytes long '>BxHHH' Breakdown: 0x00 Path ID 0x01 PAD (0x00) 0x02 Start Node Index 0x03 ^ 0x04 Number of Nodes 0x05 ^ 0x06 Loop Flag (if value == 2) 0x07 ^ NSMB2 Always empty NSMBU Always empty Block 13 - Different Purposes NSMBW - Path Nodes Variable sections Sections are 16 (0x10) bytes long '>HHffhxx' Breakdown: 0x00 X Position 0x01 ^ 0x02 Y Position 0x03 ^ 0x04 Speed (float) 0x05 ^ 0x06 ^ 0x07 ^ 0x08 Accel (float) 0x09 ^ 0x0A ^ 0x0B ^ 0x0C Delay (signed) 0x0D ^ 0x0E PAD (0x00) 0x0F PAD (0x00) NSMB2 - Paths Variable sections Sections are 12 (0x0C) bytes long 'HHffhHBBBx' Breakdown: 0x00 X Position 0x01 ^ 0x02 Y Position 0x03 ^ 0x04 Speed (float) 0x05 ^ 0x06 ^ 0x07 ^ 0x08 Accel (float) 0x09 ^ 0x0A ^ 0x0B ^ 0x0C Delay (signed?) 0x0D ^ [0, 1, 6, 7, 8, 10, 11, 20, 22, 23, 24, 25, 26, 30, 60] 0x0E Unknown Value (int) [0, 1, 20, 22, 24, 26, 32, 48] {0: 2937, 1: 162, 20: 5, 48: 1, 22: 2, 32: 1, 24: 7, 26: 7} 0x0F ^ 0x10 [0, 1, 2, 3, 4, 5, 6, 10, 15, 18, 20, 22, 24, 25, 26, 27, 30, 32, 35, 40, 42, 45, 46, 48, 50, 53, 54, 55, 57, 60, 64, 65, 66, 69, 72, 80] {0: 2888, 1: 10, 2: 5, 3: 13, 4: 3, 5: 9, 6: 7, 65: 2, 64: 1, 10: 1, 66: 1, 15: 7, 80: 1, 18: 1, 20: 8, 22: 2, 24: 8, 25: 5, 26: 4, 27: 1, 30: 25, 69: 2, 32: 27, 35: 15, 40: 26, 42: 4, 45: 7, 46: 1, 48: 9, 72: 1, 50: 9, 53: 1, 54: 2, 55: 1, 57: 1, 60: 14} 0x11 [0, 3, 5, 10, 15, 20, 24, 25, 30, 32, 35, 36, 37, 40, 41, 42, 45, 47, 48, 50, 60, 62, 66, 80] {0: 2993, 66: 1, 3: 5, 5: 5, 10: 1, 15: 7, 80: 1, 20: 8, 24: 5, 25: 4, 30: 16, 32: 8, 35: 10, 36: 6, 37: 1, 40: 19, 41: 1, 42: 3, 45: 2, 47: 1, 48: 3, 50: 8, 60: 13, 62: 1} 0x12 [0, 1, 2] {0: 3044, 1: 74, 2: 4} 0x13 PAD (0x00) Block 15 - Progress Paths NSMBW - NSMB2 Variable sections Sections are 12 (0x0C) bytes long 'HhhHH' Breakdown: 0x00-0x01 0b10000000 00000000: Tileset Number (0-3) 0b01000000 00000000: ^^ 0b00100000 00000000: ^^ 0b00010000 00000000: ^^ 0b00001000 00000000: Object Type 0b00000100 00000000: ^^ 0b00000010 00000000: ^^ 0b00000001 00000000: ^^ 0b00000000 10000000: ^^ 0b00000000 01000000: ^^ 0b00000000 00100000: ^^ 0b00000000 00010000: ^^ 0b00000000 00001000: ^^ 0b00000000 00000100: ^^ 0b00000000 00000010: ^^ 0b00000000 00000001: ^^ 0x02 X Position 0x03 ^^ 0x04 Y Position 0x05 ^^ 0x06 Width 0x07 ^^ 0x08 Height 0x09 ^^ Data ends with "0xFFFF" NSMB2 Variable sections Sections are 16 (0x10) bytes long Filenames: course1_bgdatL1.bin = Layer 1 (main layer) data (Area 1) course1_bgdatL2.bin = Layer 2 (background) data (Area 1) course2_bgdatL1.bin = Layer 1 (main layer) data (Area 2) course2_bgdatL2.bin = Layer 2 (background) data (Area 2) course3_bgdatL1.bin = Layer 1 (main layer) data (Area 3) course3_bgdatL2.bin = Layer 2 (background) data (Area 3) course4_bgdatL1.bin = Layer 1 (main layer) data (Area 4) course4_bgdatL2.bin = Layer 2 (background) data (Area 4) 'HhhHHB5x' Breakdown: 0x00-0x01 0b10000000 00000000: Tileset Number (0-3) 0b01000000 00000000: ^^ 0b00100000 00000000: ^^ 0b00010000 00000000: ^^ 0b00001000 00000000: Object Type 0b00000100 00000000: ^^ 0b00000010 00000000: ^^ 0b00000001 00000000: ^^ 0b00000000 10000000: ^^ 0b00000000 01000000: ^^ 0b00000000 00100000: ^^ 0b00000000 00010000: ^^ 0b00000000 00001000: ^^ 0b00000000 00000100: ^^ 0b00000000 00000010: ^^ 0b00000000 00000001: ^^ 0x02: X Position 0x03: ^^ 0x04: Y Position 0x05: ^^ 0x06: Width 0x07: ^^ 0x08: Height 0x09: ^^ 0x0A: Contents 0x0B: PAD (0x00) 0x0C: PAD (0x00) 0x0D: PAD (0x00) 0x0E: PAD (0x00) 0x0F: PAD (0x00) Data ends with "0xFFFF" Contents Value: Only ever used for Tileset 0 Object 28 For Tileset 0 Object 28, this MUST be set to 1 or higher! 0 = this is not Tileset 0 Object 28 1 = Brick Block With One Coin 2 = Brick Block with 10 Coins 3 = Brick Block With Fire Flower 4 = Brick Block With Invincibility Star 5 = Brick Block With 1-UP 6 = Brick Block With Vine 7 = UNUSED 8 = UNUSED 9 = UNUSED 10 = Brick Block With Yoshi 11 = Brick Block With Ice Flower 12 = UNUSED 13 = ? Block With Coin 14 = ? Block With Fire Flower 15 = ? Block With Invincibility Star 16 = ? Block With Continuous Star 17 = ? Block With Vine 18 = UNUSED 19 = ? Block With Mini Mushroom 20 = UNUSED 21 = ? Block With Penguin Suit 22 = ? Block With Yoshi 23 = ? Block With Ice Flower 24 = ? Block With Acorn Mushroom CDT: The Super Mario Maker format Structures have been confirmed via RE. Header: 0xF0 bytes long 0x00 Magic / version. SMM 1.00-1.10 use 0xB (v11). 0x01 ^ 0x02 ^ 0x03 ^ 0x04 ^ 0x05 ^ 0x06 ^ 0x07 ^ 0x08 Data hash: CRC32 of the entire file, starting at offset 0x10. 0x09 ^ 0x0A ^ 0x0B ^ 0x0C PAD (0x00) 0x0D PAD (0x00) 0x0E PAD (0x00) 0x0F PAD (0x00) 0x10 Creation Year 0x11 ^ 0x12 Creation Month 0x13 Creation Day 0x14 Creation Hour 0x15 Creation Minute 0x16 Unknown: [0, 1] 1: No obvious effect 0x17 Unknown: Always 0 1: No obvious effect 255: No obvious effect 0x18 Unknown: Always 0 1: No obvious effect 0xF000: No obvious effect 0x19 ^ 0x1A ^ 0x1B ^ 0x1C ^ 0x1D ^ 0x1E ^ 0x1F ^ 0x20 Disable online uploading (?) 0x21 PAD (0x00) Map was downloaded 0x22 PAD (0x00) 0x23 PAD (0x00) 0x24 PAD (0x00) 0x25 PAD (0x00) 0x26 PAD (0x00) 0x27 PAD (0x00) 0x28 Course name: UCS-2 (no length value; it's zero-terminated) 0x29 ^ 0x2A ^ 0x2B ^ 0x2C ^ 0x2D ^ 0x2E ^ 0x2F ^ 0x30 ^ 0x31 ^ 0x32 ^ 0x33 ^ 0x34 ^ 0x35 ^ 0x36 ^ 0x37 ^ 0x38 ^ 0x39 ^ 0x3A ^ 0x3B ^ 0x3C ^ 0x3D ^ 0x3E ^ 0x3F ^ 0x40 ^ 0x41 ^ 0x42 ^ 0x43 ^ 0x44 ^ 0x45 ^ 0x46 ^ 0x47 ^ 0x48 ^ 0x49 ^ 0x4A ^ 0x4B ^ 0x4C ^ 0x4D ^ 0x4E ^ 0x4F ^ 0x50 ^ 0x51 ^ 0x52 ^ 0x53 ^ 0x54 ^ 0x55 ^ 0x56 ^ 0x57 ^ 0x58 ^ 0x59 ^ 0x5A ^ 0x5B ^ 0x5C ^ 0x5D ^ 0x5E ^ 0x5F ^ 0x60 ^ 0x61 ^ 0x62 ^ 0x63 ^ 0x64 ^ 0x65 ^ 0x66 ^ 0x67 ^ 0x68 ^ 0x69 ^ 0x6A Game type: "M1", "M3", "MW", "WU" 0x6B ^ 0x6C Unknown: Always 0 1: M1 style, despite "WU" 2: ^ 3: ^ 0x6D Level theme: (0 = overworld, 1 = underground, 2 = castle, 3 = airship, 4 = water, 5 = ghost house) 6 or greater = black-screen crash 0x6E Unknown: Always 0 1: No effect 0x6F Unknown: [0, 1] 1: No visible effect 0x70 Time limit 0x71 ^ 0x72 Autoscroll speed (0/1/2/3; 0 = no autoscroll) 0x73 Unknown: [0, 1] 0x74 Unknown: Always 0 0x75 ^ 0x76 Unknown: Array of u8s. 0x76: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15] 0F F0 0D D0 0B B0 09 90 07 70 05 50 03 30 01 10 : Goal goes all the way to the right! 0x77 ^ [0, 16, 32, 48, 64, 96, 112, 128, 144, 160, 176, 192, 208, 224, 240] 0x78 ^ 0x79 ^ 0x7A ^ 0x7B ^ 0x7C ^ 0x7D ^ 0x7E ^ 0x7F ^ 0x80 ^ 0x81 ^ 0x82 ^ 0x83 ^ 0x84 ^ 0x85 ^ 0x86 ^ 0x87 ^ 0x88 ^ 0x89 ^ 0x8A ^ 0x8B ^ 0x8C ^ 0x8D ^ 0x8E ^ 0x8F ^ 0x90 ^ 0x91 ^ 0x92 ^ 0x93 ^ 0x94 ^ 0x95 ^ 0x96 ^ 0x97 ^ 0x98 ^ 0x99 ^ 0x9A ^ 0x9B ^ 0x9C ^ 0x9D ^ 0x9E ^ 0x9F ^ 0xA0 ^ 0xA1 ^ 0xA2 ^ 0xA3 ^ 0xA4 ^ 0xA5 ^ 0xA6 ^ 0xA7 ^ 0xA8 ^ 0xA9 ^ 0xAA ^ 0xAB ^ 0xAC ^ 0xAD ^ 0xAE ^ 0xAF ^ 0xB0 ^ 0xB1 ^ 0xB2 ^ 0xB3 ^ 0xB4 ^ 0xB5 ^ 0xB6 ^ 0xB7 ^ 0xB8 ^ 0xB9 ^ 0xBA ^ 0xBB ^ 0xBC ^ 0xBD ^ 0xBE ^ 0xBF ^ 0xC0 ^ 0xC1 ^ 0xC2 ^ 0xC3 ^ 0xC4 ^ 0xC5 ^ 0xC6 ^ 0xC7 ^ 0xC8 ^ 0xC9 ^ 0xCA ^ 0xCB ^ 0xCC ^ 0xCD ^ 0xCE ^ 0xCF ^ 0xD0 ^ 0xD1 ^ 0xD2 ^ 0xD3 ^ 0xD4 ^ 0xD5 ^ 0xD6 ^ 0xD7 ^ 0xD8 Unknown: Always 0 0xD9 ^ 0xDA ^ 0xDB ^ 0xDC Unknown: [0, 1, 6] 0xDD ^ 0xDE ^ 0xDF ^ 0xE0 PAD (0x00) 0xE1 PAD (0x00) 0xE2 PAD (0x00) 0xE3 PAD (0x00) 0xE4 PAD (0x00) 0xE5 PAD (0x00) 0xE6 PAD (0x00) 0xE7 PAD (0x00) 0xE8 PAD (0x00) 0xE9 PAD (0x00) 0xEA PAD (0x00) 0xEB PAD (0x00) 0xEC Sprite count 0xED ^ 0xEE ^ 0xEF ^ Item data - data length 0x20, total length 0x14500, 2600 in total (the rest is padded with 0s) 0x00 X-pos * 10 0x01 ^ 0x02 ^ 0x03 ^ 0x04 Z-pos * 10 0x05 ^ 0x06 ^ 0x07 ^ 0x08 Y-pos * 10 (signed) 0x09 ^ 0x0A Width (tiles) (signed) 0x0B Height (tiles) (signed) 0x0C Spritedata 0x0D ^ 0x0E ^ 0x0F ^ ABCD EFGH All tested with Goomba A (default: 0) 0: - 1: Initial jump-up and suddenly facing right 2: No obvious effect 3: Initial jump-up and suddenly facing right 4: No obvious effect 5: Initial jump-up and suddenly facing right 6: No obvious effect 7: Initial jump-up and suddenly facing right 8: No obvious effect 9: Initial jump-up and suddenly facing right A: No obvious effect B: Initial jump-up and suddenly facing right C: No obvious effect D: Initial jump-up and suddenly facing right E: No obvious effect F: Initial jump-up and suddenly facing right B (default: 6) 0: No obvious effects 1: No obvious effects 2: No obvious effects 3: No obvious effects 4: No obvious effects 5: No obvious effects 6: - 7: No obvious effects 8: Initial speed to the right, and suddenly facing right 9: Initial speed to the right, and suddenly facing right A: Initial speed to the right, and suddenly facing right B: Initial speed to the right, and suddenly facing right C: Initial speed to the right, and suddenly facing right D: Initial speed to the right, and suddenly facing right E: Initial speed to the right, and suddenly facing right F: Initial speed to the right, and suddenly facing right C (default: 0) No obvious effects D (default: 0) 0: - 1: In Lakitu cloud (entire sprite is invisible in Edit mode) 2: In Lakitu cloud (entire sprite is invisible in Edit mode) 3: In Lakitu cloud (entire sprite is invisible in Edit mode) 4: No obvious effects 5: In Lakitu cloud (entire sprite is invisible in Edit mode) 6: In Lakitu cloud (entire sprite is invisible in Edit mode) 7: In Lakitu cloud (entire sprite is invisible in Edit mode) 8: No obvious effects 9: In Lakitu cloud (entire sprite is invisible in Edit mode) A: In Lakitu cloud (entire sprite is invisible in Edit mode) B: In Lakitu cloud (entire sprite is invisible in Edit mode) C: No obvious effects D: In Lakitu cloud (entire sprite is invisible in Edit mode) E: In Lakitu cloud (entire sprite is invisible in Edit mode) F: In Lakitu cloud (entire sprite is invisible in Edit mode) E (default: 0) Works with: 0, 1, 2, 12, 13*, 15, 28, 30, 31, 39, 40, 41, 42, 45^, 46, 47*, 48, 52', 56, 57*, 58, 60, 61, 62 * = collisions unchanged ^ = reverts upon level launch ' = the head is large but the body pieces revert upon launch Uncertain: 32, 37, 39, 40, 41, 49, 59, 64 Also: Sprite 45 is Shoe Goomba, yes, but in NSMBU it's Yoshi 47 is a cannonball cannon 0: - 1: No obvious effects 2: 1.5x size 3: 1.5x size 4: 2x size 5: 2x size 6: 3x size 7: 3x size 8: No obvious effects 9: No obvious effects A: 1.5x size B: 1.5x size C: 2x size D: 2x size E: 3x size F: 3x size F (default: 8) 0: No obvious effects 1: No obvious effects 2: In Clown Car (entire sprite is invisible in Edit mode) 3: In Clown Car (entire sprite is invisible in Edit mode) 4: On layer 0 (entier sprite is invisible in Edit mode) 5: On layer 0 (entier sprite is invisible in Edit mode) 6: In Clown Car (entire sprite is invisible in Edit mode) 7: In Clown Car (entire sprite is invisible in Edit mode) 8: - 9: No obvious effects A: In Clown Car (entire sprite is invisible in Edit mode) B: In Clown Car (entire sprite is invisible in Edit mode) C: On layer 0 (entier sprite is invisible in Edit mode) D: On layer 0 (entier sprite is invisible in Edit mode) E: In Clown Car (entire sprite is invisible in Edit mode) F: Disappears with a click effect (entire sprite is invisible in Edit mode) G (default: 4) 0: On left wall facing up 1: On left wall facing up 2: On right wall facing down 3: On right wall facing down 4: Upright facing left 5: Upright facing left 6: Upside-down facing right 7: Upside-down facing right 8: On left wall facing up 9: On left wall facing up A: On right wall facing down B: On right wall facing down C: Upright facing left D: Upright facing left E: Upside-down facing right F: Upside-down facing right H (default: 0) 0: - 1: Rises up, as out of a pipe 2: Winged 3: Winged + Rises up, as out of a pipe 4: No visible effect 5: Rises up, as out of a pipe 6: Winged 7: Winged + Rises up, as out of a pipe 8: No visible effect 9: Rises up, as out of a pipe A: Winged B: Winged + Rises up, as out of a pipe C: No visible effect D: Rises up, as out of a pipe E: Winged F: Winged + Rises up, as out of a pipe 0x10 Subsprite data 0x11 ^ 0x12 ^ 0x13 ^ 0x14 Extra Object Data 0x15 ^ 0x16 ^ 0x17 ^ https://i.imgur.com/1DgiKxH.png FWIW, in SMB1 mode, those all become the same tile (but the info is preserved if you then switch back to NSMBU) 0x17, for type 7 (ground) is Ground Type 00 Top-left corner 01 Top-right corner 02 Left side 03 Right side 3 04 Bottom-left corner 05 Bottom-right corner 06 Top/ceiling 07 Top/ceiling 08 Top/ceiling 09 Top 0a Top 0b Top 2 0c Filler 0d Filler 2 0e Filler 3 0f Ceiling 10 Ceiling 2 11 Ceiling 3 12 Left side 13 Left side 2 14 Left side 3 15 Right side 16 Right side 2 17 Right side 3 18 1x1 solitary block 19 Top/left/ceiling 1a Top/ceiling 1b Top/right/ceiling 1c Top/left/right 1d Left/right 1e Left/right/bottom 1f Bottom/right + bottom-right inner corner 20 Bottom/left + bottom-left inner corner 21 Top/right + top-right inner corner 22 Top/left + top-left inner corner 23 Bottom + bottom-left inner corner + bottom-right inner corner 24 Top + top-left inner corner + top-right inner corner 25 Right + top-right inner corner + bottom-right inner corner 26 Left + top-left inner corner + bottom-left inner corner 27 All four inner corners 28 Left + bottom-left inner corner 29 Right + bottom-right inner corner 2a Left + top-left inner corner 2b Right + top-right inner corner 2c Top + top-right inner corner 2d Top + top-left inner corner 2e Bottom + bottom-right inner corner 2f Bottom + bottom-left inner corner 30 Bottom-left inner corner + bottom-right inner corner + top-left inner corner 31 Bottom-left inner corner + bottom-right inner corner + top-right inner corner 32 Bottom-left inner corner + top-left inner corner + top-right inner corner 33 Bottom-right inner corner + top-left inner corner + top-right inner corner 34 Bottom-left inner corner + bottom-right inner corner 35 Top-left inner corner + top-right inner corner 36 Bottom-right inner corner + top-right inner corner 37 Bottom-left inner corner + top-left inner corner 38 Bottom-left inner corner + top-right inner corner 39 Bottom-right inner corner + top-left inner corner 3a Top-left corner 3b Top 3c ? 3d ? 3e ? 3f ? 0x18 Sprite Type (signed :P) 0x19 Sub-sprite Type (signed) 0x1A Link ID (signed) (pipes and rails, apparently) 0x1B ^ 0x1C SFX Struct index, or -1 if N/A 0x1D ^ 0x1E Unknown: Always 0xFF (possibly this object's costume ID?) 0x1F Costume ID (costume applied upon collection - used exclusively by ? mushrooms) Sound Effect Info 0x00 [def. -1] [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12] 0x01 Always -1 0x02 [def. 0] [0, 1] 0x03 [def. -1] [2, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 103, 104, 105, 106, 107, 108, 109, 110, 111, 112, 113, 114, 115, 116, 117, 118, 119, 120, 123, 124, 126, 127, 128, 129, 130, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 144, 146, 148, 149, 150, 151, 152, 153, 154, 155, 156, 157, 158, 159, 160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 172, 173, 174, 175, 176, 177, 178, 180, 181, 187, 188, 189, 190, 191, 192, 193, 194, 195, 196, 197, 199, 202, 204, 205, 207, 208, 210, 211, 212, 217, 218, 219, 220, 221, 222, 224, 225, 226, 227, 230] 0x04 [def. -1] [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 25, 26] 0x05 PAD (0x00) 0x06 PAD (0x00) 0x07 PAD (0x00) Then there's 0xB0 bytes of padding. Object Types Unused in sample levels: [32, 44, 50, 51, 65] 00 Goomba 01 Koopa Troopa 02 Piranha Plant 03 Hammer Bro. 04 Brick Block 05 ? Block 06 Wooden Block 07 Ground Tile 08 Coin 09 Pipe 10 Springboard 11 Platform 12 Thwomp 13 Bullet Bill Launcher 14 Mushroom Platform 15 Bob-omb 16 Tree Platform 17 Bridge 18 P Switch 19 POW Block 20 Mushroom 21 Dount Block 22 Cloud Block 23 Note Block 24 Fire Bar 25 Spiny 26 Goal Pole Ground 27 Goal Pole 28 Buzzy Beetle 29 Invisible Block 30 Lakitu 31 Rideable Cloud 32 Vine Block 33 1-UP 34 Fire Flower 35 Super Star 36 Bone Platform 37 Start Point Ground 38 Start Point Signboard 39 Magikoopa 40 Spike Top 41 Boo 42 Clown Car 43 Spike Block 44 Skinny Mushroom 45 Shoe Goomba 46 Dry Bones 47 Cannon 48 Blooper 49 Castle Bridge 50 "EditCharaKinoko" 51 "EditDekaKinoko" 52 Wiggler 53 Conveyor Belt 54 Flamethrower 55 Door 56 Cheep Cheep 57 Muncher 58 Monty Mole / Wrench 59 Track/Rail/Line Piece 60 Podoboo 61 Chain Chomp 62 Bowser 63 Ice Block 64 Vine 65 "EditCharaMario" 66 Arrow Sign / Checkpoint Flag (v1.20+) 67 One-Way Wall 68 Grinder 69 Mario NSMB2 Backgrounds/Lighting: Hardcoded Info Arranged by RoadrunnerWMC -- Nov. 6, 2015 Thanks to Treeki for getting all of the actual information. Sorted by internal ID: 0x00: dv_Chika (Chika_Player00) 0x01: dv_Kaigan (Basic_Player00) 0x02: dv_Nohara (Basic_Player00) 0x03: dv_Sabaku (Sabaku_Player00) 0x04: dv_Shiro (Shiro_Player00) 0x05: dv_Sora (Basic_Player00) 0x06: dv_Obake (Obake_Player00) 0x07: dv_Toride (Toride_Player00) 0x08: dv_Sora_Shita (Basic_Player00) 0x09: dv_Kazan_soto (Kazan_soto_Player00) 0x0A: dv_Setsugen (Basic_Player00) 0x0B: dv_Jungle (Basic_Player00) 0x0C: dv_Suichu (Water_Player00) 0x0D: dv_Obake_Soto (Obake_Player00) 0x0E: dv_Sabaku_Chika (ChikaIseki_Player00) 0x0F: dv_Gake (Basic_Player00) 0x10: dv_Kazan_Ue (Kazan_soto_Player00) 0x11: dv_Kazan_Shita (ShiroYogan_Player00) 0x12: dv_Nohara_Castle (Basic_Player00) 0x13: dv_Iseki_Chika (ChikaIseki_Player00) 0x14: dv_Sora_Kinoko (Basic_Player00) 0x15: dv_Sora_Ue (Basic_Player00) 0x16: dv_Sora_Kinoko_Ue (Basic_Player00) 0x17: dv_Sora_Totempole (Basic_Player00) 0x18: dv_NaNameYama_Kori (Basic_Player00) 0x19: dv_Kinopio_Normal (Basic_Player00) 0x1A: dv_Shiro_Yogan (ShiroYogan_Player00) 0x1B: dv_Nohara_Suichu (Basic_Player00) 0x1C: dv_WarpZone_A (Basic_Player00) 0x1D: dv_Boss_Buibui (BossNormal_Player00) 0x1E: dv_Rainbow (Basic_Player00) 0x1F: dv_Koopa (ShiroYogan_Player00) 0x20: dv_Koopa_Last (ShiroYogan_Player00) 0x21: dv_Boss_Normal (BossNormal_Player00) 0x22: dv_WarpZone_B (Basic_Player00) 0x23: dv_Sora_KinokoSnow (Basic_Player00) 0x24: dv_Boss_Iggy (BossNormal_Player00) 0x25: dv_Boss_Ludwig (BossNormal_Player00) 0x26: dv_Boss_Wendy (BossNormal_Player00) 0x27: dv_Boss_Lemmy (BossNormal_Player00) 0x28: dv_Cave (Chika_Player00) 0x29: dv_Boss_Morton (BossNormal_Player00) 0x2A: dv_Nohara_Endroll (Basic_Player00) 0x2B: dv_Gake_Evening (Gake_Evening_Player00) 0x2C: dv_WarpZone_C (Basic_Player00) 0x2D: dv_WarpZone_D (Basic_Player00) 0x2E: dv_Toride_Yogan (ShiroYogan_Player00) 0x2F: dv_KinokoSnow_Ue (Basic_Player00) 0x30: dv_Kaigan_Naname (Basic_Player00) 0x31: dv_WarpZone_E (Basic_Player00) 0x32: dv_Nohara_Night (Nohara_Night_Player00) 0x33: dv_SkyTower (Basic_Player00) 0x34: dv_SkyTower_Ue (Basic_Player00) 0x35: dv_Gake_Evening_Ue (Gake_Evening_Player00) 0x36: dv_Sora_TotempoleB (Sora_TotempoleB_Player00) 0x37: dv_Toride_Suichu (Shiro_Suichu_Player00) 0x38: dv_Obake_Low (Obake_Player00) 0x39: dv_Sora_Night (Nohara_Night_Player00) 0x3A: dv_Shiro_Suichu (Shiro_Suichu_Player00) 0x3B: dv_Sora_Block (Basic_Player00) 0x3C: dv_Sora_Block_Ue (Basic_Player00) 0x3D: dv_Kinopio_W6 (Basic_Player00) 0x3E: dv_Kinopio_W7 (Basic_Player00) 0x3F: dv_Kinopio_W8 (Basic_Player00) 0x40: dv_Kinopio_W9 (Basic_Player00) 0x41: dv_Kinopio_W2 (Basic_Player00) 0x42: dv_Kinopio_W3 (Basic_Player00) 0x43: dv_Kinopio_W4 (Basic_Player00) 0x44: dv_Kinopio_W3B (Basic_Player00) 0x45: dv_Kinopio_W5 (Basic_Player00) 0x46: dv_Iseki_Kori (Chika_Player00) 0x47: dv_Jungle_Kaigan (Basic_Player00) 0x48: dv_Toride_Blue (Toride_Blue_Player00) 0x49: dv_Nohara_EndrollB (Basic_Player00) 0x4A: dv_Sora_Simple (Basic_Player00) Alphabetical by name: dv_Boss_Buibui: BossNormal_Player00 dv_Boss_Iggy: BossNormal_Player00 dv_Boss_Lemmy: BossNormal_Player00 dv_Boss_Ludwig: BossNormal_Player00 dv_Boss_Morton: BossNormal_Player00 dv_Boss_Normal: BossNormal_Player00 dv_Boss_Wendy: BossNormal_Player00 dv_Cave: Chika_Player00 dv_Chika: Chika_Player00 dv_Gake: Basic_Player00 dv_Gake_Evening: Gake_Evening_Player00 dv_Gake_Evening_Ue: Gake_Evening_Player00 dv_Iseki_Chika: ChikaIseki_Player00 dv_Iseki_Kori: Chika_Player00 dv_Jungle: Basic_Player00 dv_Jungle_Kaigan: Basic_Player00 dv_Kaigan: Basic_Player00 dv_Kaigan_Naname: Basic_Player00 dv_Kazan_Shita: ShiroYogan_Player00 dv_Kazan_Ue: Kazan_soto_Player00 dv_Kazan_soto: Kazan_soto_Player00 dv_KinokoSnow_Ue: Basic_Player00 dv_Kinopio_Normal: Basic_Player00 dv_Kinopio_W2: Basic_Player00 dv_Kinopio_W3: Basic_Player00 dv_Kinopio_W3B: Basic_Player00 dv_Kinopio_W4: Basic_Player00 dv_Kinopio_W5: Basic_Player00 dv_Kinopio_W6: Basic_Player00 dv_Kinopio_W7: Basic_Player00 dv_Kinopio_W8: Basic_Player00 dv_Kinopio_W9: Basic_Player00 dv_Koopa: ShiroYogan_Player00 dv_Koopa_Last: ShiroYogan_Player00 dv_NaNameYama_Kori: Basic_Player00 dv_Nohara: Basic_Player00 dv_Nohara_Castle: Basic_Player00 dv_Nohara_Endroll: Basic_Player00 dv_Nohara_EndrollB: Basic_Player00 dv_Nohara_Night: Nohara_Night_Player00 dv_Nohara_Suichu: Basic_Player00 dv_Obake: Obake_Player00 dv_Obake_Low: Obake_Player00 dv_Obake_Soto: Obake_Player00 dv_Rainbow: Basic_Player00 dv_Sabaku: Sabaku_Player00 dv_Sabaku_Chika: ChikaIseki_Player00 dv_Setsugen: Basic_Player00 dv_Shiro: Shiro_Player00 dv_Shiro_Suichu: Shiro_Suichu_Player00 dv_Shiro_Yogan: ShiroYogan_Player00 dv_SkyTower: Basic_Player00 dv_SkyTower_Ue: Basic_Player00 dv_Sora: Basic_Player00 dv_Sora_Block: Basic_Player00 dv_Sora_Block_Ue: Basic_Player00 dv_Sora_Kinoko: Basic_Player00 dv_Sora_KinokoSnow: Basic_Player00 dv_Sora_Kinoko_Ue: Basic_Player00 dv_Sora_Night: Nohara_Night_Player00 dv_Sora_Shita: Basic_Player00 dv_Sora_Simple: Basic_Player00 dv_Sora_Totempole: Basic_Player00 dv_Sora_TotempoleB: Sora_TotempoleB_Player00 dv_Sora_Ue: Basic_Player00 dv_Suichu: Water_Player00 dv_Toride: Toride_Player00 dv_Toride_Blue: Toride_Blue_Player00 dv_Toride_Suichu: Shiro_Suichu_Player00 dv_Toride_Yogan: ShiroYogan_Player00 dv_WarpZone_A: Basic_Player00 dv_WarpZone_B: Basic_Player00 dv_WarpZone_C: Basic_Player00 dv_WarpZone_D: Basic_Player00 dv_WarpZone_E: Basic_Player00 Alphabetical by lighting: Basic_Player00 dv_Kaigan dv_Nohara dv_Sora dv_Sora_Shita dv_Setsugen dv_Jungle dv_Gake dv_Nohara_Castle dv_Sora_Kinoko dv_Sora_Ue dv_Sora_Kinoko_Ue dv_Sora_Totempole dv_NaNameYama_Kori dv_Kinopio_Normal dv_Nohara_Suichu dv_WarpZone_A dv_Rainbow dv_WarpZone_B dv_Sora_KinokoSnow dv_Nohara_Endroll dv_WarpZone_C dv_WarpZone_D dv_KinokoSnow_Ue dv_Kaigan_Naname dv_WarpZone_E dv_SkyTower dv_SkyTower_Ue dv_Sora_Block dv_Sora_Block_Ue dv_Kinopio_W6 dv_Kinopio_W7 dv_Kinopio_W8 dv_Kinopio_W9 dv_Kinopio_W2 dv_Kinopio_W3 dv_Kinopio_W4 dv_Kinopio_W3B dv_Kinopio_W5 dv_Jungle_Kaigan dv_Nohara_EndrollB dv_Sora_Simple BossNormal_Player00: dv_Boss_Buibui dv_Boss_Normal dv_Boss_Iggy dv_Boss_Ludwig dv_Boss_Wendy dv_Boss_Lemmy dv_Boss_Morton ChikaIseki_Player00: dv_Sabaku_Chika dv_Iseki_Chika Chika_Player00: dv_Chika dv_Cave dv_Iseki_Kori Gake_Evening_Player00: dv_Gake_Evening dv_Gake_Evening_Ue Kazan_soto_Player00: dv_Kazan_soto dv_Kazan_Ue Nohara_Night_Player00: dv_Nohara_Night dv_Sora_Night Obake_Player00: dv_Obake dv_Obake_Soto dv_Obake_Low Sabaku_Player00: dv_Sabaku ShiroYogan_Player00: dv_Kazan_Shita dv_Shiro_Yogan dv_Koopa dv_Koopa_Last dv_Toride_Yogan Shiro_Player00: dv_Shiro Shiro_Suichu_Player00: dv_Toride_Suichu dv_Shiro_Suichu Sora_TotempoleB_Player00: dv_Sora_TotempoleB Toride_Blue_Player00: dv_Toride_Blue Toride_Player00: dv_Toride Water_Player00: dv_Suichu Raw info as a Python list: [(0, 'dv_Chika', 'Chika_Player00'), (1, 'dv_Kaigan', 'Basic_Player00'), (2, 'dv_Nohara', 'Basic_Player00'), (3, 'dv_Sabaku', 'Sabaku_Player00'), (4, 'dv_Shiro', 'Shiro_Player00'), (5, 'dv_Sora', 'Basic_Player00'), (6, 'dv_Obake', 'Obake_Player00'), (7, 'dv_Toride', 'Toride_Player00'), (8, 'dv_Sora_Shita', 'Basic_Player00'), (9, 'dv_Kazan_soto', 'Kazan_soto_Player00'), (10, 'dv_Setsugen', 'Basic_Player00'), (11, 'dv_Jungle', 'Basic_Player00'), (12, 'dv_Suichu', 'Water_Player00'), (13, 'dv_Obake_Soto', 'Obake_Player00'), (14, 'dv_Sabaku_Chika', 'ChikaIseki_Player00'), (15, 'dv_Gake', 'Basic_Player00'), (16, 'dv_Kazan_Ue', 'Kazan_soto_Player00'), (17, 'dv_Kazan_Shita', 'ShiroYogan_Player00'), (18, 'dv_Nohara_Castle', 'Basic_Player00'), (19, 'dv_Iseki_Chika', 'ChikaIseki_Player00'), (20, 'dv_Sora_Kinoko', 'Basic_Player00'), (21, 'dv_Sora_Ue', 'Basic_Player00'), (22, 'dv_Sora_Kinoko_Ue', 'Basic_Player00'), (23, 'dv_Sora_Totempole', 'Basic_Player00'), (24, 'dv_NaNameYama_Kori', 'Basic_Player00'), (25, 'dv_Kinopio_Normal', 'Basic_Player00'), (26, 'dv_Shiro_Yogan', 'ShiroYogan_Player00'), (27, 'dv_Nohara_Suichu', 'Basic_Player00'), (28, 'dv_WarpZone_A', 'Basic_Player00'), (29, 'dv_Boss_Buibui', 'BossNormal_Player00'), (30, 'dv_Rainbow', 'Basic_Player00'), (31, 'dv_Koopa', 'ShiroYogan_Player00'), (32, 'dv_Koopa_Last', 'ShiroYogan_Player00'), (33, 'dv_Boss_Normal', 'BossNormal_Player00'), (34, 'dv_WarpZone_B', 'Basic_Player00'), (35, 'dv_Sora_KinokoSnow', 'Basic_Player00'), (36, 'dv_Boss_Iggy', 'BossNormal_Player00'), (37, 'dv_Boss_Ludwig', 'BossNormal_Player00'), (38, 'dv_Boss_Wendy', 'BossNormal_Player00'), (39, 'dv_Boss_Lemmy', 'BossNormal_Player00'), (40, 'dv_Cave', 'Chika_Player00'), (41, 'dv_Boss_Morton', 'BossNormal_Player00'), (42, 'dv_Nohara_Endroll', 'Basic_Player00'), (43, 'dv_Gake_Evening', 'Gake_Evening_Player00'), (44, 'dv_WarpZone_C', 'Basic_Player00'), (45, 'dv_WarpZone_D', 'Basic_Player00'), (46, 'dv_Toride_Yogan', 'ShiroYogan_Player00'), (47, 'dv_KinokoSnow_Ue', 'Basic_Player00'), (48, 'dv_Kaigan_Naname', 'Basic_Player00'), (49, 'dv_WarpZone_E', 'Basic_Player00'), (50, 'dv_Nohara_Night', 'Nohara_Night_Player00'), (51, 'dv_SkyTower', 'Basic_Player00'), (52, 'dv_SkyTower_Ue', 'Basic_Player00'), (53, 'dv_Gake_Evening_Ue', 'Gake_Evening_Player00'), (54, 'dv_Sora_TotempoleB', 'Sora_TotempoleB_Player00'), (55, 'dv_Toride_Suichu', 'Shiro_Suichu_Player00'), (56, 'dv_Obake_Low', 'Obake_Player00'), (57, 'dv_Sora_Night', 'Nohara_Night_Player00'), (58, 'dv_Shiro_Suichu', 'Shiro_Suichu_Player00'), (59, 'dv_Sora_Block', 'Basic_Player00'), (60, 'dv_Sora_Block_Ue', 'Basic_Player00'), (61, 'dv_Kinopio_W6', 'Basic_Player00'), (62, 'dv_Kinopio_W7', 'Basic_Player00'), (63, 'dv_Kinopio_W8', 'Basic_Player00'), (64, 'dv_Kinopio_W9', 'Basic_Player00'), (65, 'dv_Kinopio_W2', 'Basic_Player00'), (66, 'dv_Kinopio_W3', 'Basic_Player00'), (67, 'dv_Kinopio_W4', 'Basic_Player00'), (68, 'dv_Kinopio_W3B', 'Basic_Player00'), (69, 'dv_Kinopio_W5', 'Basic_Player00'), (70, 'dv_Iseki_Kori', 'Chika_Player00'), (71, 'dv_Jungle_Kaigan', 'Basic_Player00'), (72, 'dv_Toride_Blue', 'Toride_Blue_Player00'), (73, 'dv_Nohara_EndrollB', 'Basic_Player00'), (74, 'dv_Sora_Simple', 'Basic_Player00')]