2D Graphics

Contents
1. Tilesets
    1.1. Objects
        1.1.1. Map16 Tile Number
        1.1.2. Control Byte
        1.1.3. Descriptions
        1.1.4. Set End
    1.2. Map16
        1.2.1. Draw
        1.2.2. Horizontal Flip
        1.2.3. Vertical Flip
        1.2.4. Copy
        1.2.5. Paste
        1.2.6. Change Palette
        1.2.7. Undo
        1.2.8. Redo
        1.2.9. Show Grid
        1.2.10. Randomization
        1.2.11. Harcoded Jyotyu Map16 IDs
        1.2.12. 3D Tiles
    1.3. Graphics
    1.4. Tile Behaviors
    1.5. Jyotyu
2. Backgrounds
3. Miscellaneous
    3.1. Order of Graphics in VRAM
4. Documentation
    4.1. unt Files (Object Definitions)
    4.2. pnl Files (Map16)
    4.3. ncg Files (Bitmaps)
    4.4. ncl Files (Palettes)
    4.5. chk Files (Tile Behaviors)
    4.6. nsc Files (Tilemaps)
5. Sources

Page under construction. Not much to see here. Meant to be both a tutorial and documention for 2D graphics (aka anything that uses NCG, NCL and NSC). For ease of comprehension, the phrase "game tile" will be used to refer to the 16x16 tiles the game uses for its levels and the phrase "hardware tile" will be used to refer to the 8x8 tiles that the game tiles are made out of.
Todo:
  • This is more of a table fest than a tutorial. Each of the tables here are important though. Not sure what to do about it.
  • Images
  • Fill in the TBAs
  • This will probably be split into multiple articles later on. It's just going to be way too large otherwise. Might also help mitigate the table problem.

    1. Tilesets

    Tilesets are used to build your level's layout.
    Slot
    Bitmap
    Animations
    Palette
    Object Definitions
    Map16
    Tile Behaviors
    Randomization
    Tileset 0 (Jyotyu)
    d_2d_A_J_jyotyu_ncg.bin
    d_2d_TEN_A_J_jyotyu_ncg.bin
    d_2d_A_J_jyotyu_B_ncl.bin
    d_2d_A_J_jyotyu_F_ncl.bin
    d_2d_A_J_jyotyu_ncl.bin
    d_2d_A_J_jyotyu_R_ncl.bin
    d_2d_A_J_jyotyu_W_ncl.bin
    A_J_jyotyu.bin
    A_J_joytyu_hd.bin
    TBA
    Overlay 0
    No
    Tileset 2 (Sub Nohara)
    d_2d_I_S_tikei_nohara_ncg.bin
    None
    d_2d_I_S_tikei_nohara_ncl.bin
    I_S_nohara.bin
    I_S_nohara_hd.bin
    TBA
    TBA
    No
    0: Grassland
    d_2d_I_M_tikei_nohara_ncg.bin
    None
    d_2d_I_M_tikei_nohara_ncl.bin
    I_M_nohara.bin
    I_M_nohara_hd.bin
    TBA
    TBA
    Tiles 0-5
    1: Castle
    d_2d_I_M_tikei_yakata_ncg.bin
    d_2d_TEN_I_yakata_ncg.bin
    d_2d_I_M_tikei_yakata_ncl.bin
    I_M_yakata.bin
    I_M_yakata_hd.bin
    TBA
    TBA
    No
    2: Desert
    d_2d_I_M_tikei_sabaku_ncg.bin
    None
    d_2d_I_M_tikei_sabaku_ncl.bin
    I_M_sabaku.bin
    I_M_sabaku_hd.bin
    TBA
    TBA
    Tiles 0-5
    3: Underground (with ice)
    d_2d_I_M_tikei_chika_ncg.bin
    None
    d_2d_I_M_tikei_cika_ncl.bin
    I_M_chika.bin
    I_M_chika_hd.bin
    TBA
    TBA
    Tiles 0-5, 48-53
    4: Sky/mushrooms (world 7 style)
    d_2d_I_M_tikei_kumo_ncg.bin
    None
    d_2d_I_M_tikei_kumo_ncl.bin
    I_M_kumo.bin
    I_M_kumo_hd.bin
    TBA
    TBA
    None
    5: Underwater
    d_2d_W_M_tikei_suichu_ncg.bin
    None
    d_2d_W_M_tikei_suichu_ncl.bin
    W_M_suichu.bin
    W_M_suichu_hd.bin
    TBA
    TBA
    Tiles 0-5
    6: Desert
    d_2d_!_M_tikei_sabaku_ncg.bin
    None
    d_2d_I_M_tikei_sabaku_ncl.bin
    I_M_sabaku
    I_M_sabaku_hd.bin
    TBA
    TBA
    Tiles 0-5
    7: Volcano (brown)
    d_2d_W_M_tikei_yougan_ncg.bin
    None
    d_2d_W_M_tikei_yougan_ncl.bin
    W_M_yougan.bin
    W_M_yougan_hd.bin
    TBA
    TBA
    Tiles 0-5
    8: Grassland
    d_2d_I_M_tikei_nohara_ncg.bin
    None
    d_2d_I_M_tikei_nohara_ncl.bin
    I_M_nohara.bin
    I_M_nohara_hd.bin
    TBA
    TBA
    Tiles 0-5
    9: Beach (blue)
    d_2d_W_M_tikei_kaigan_ncg.bin
    None
    d_2d_W_M_tikei_kaigan_ncl.bin
    W_M_kaigan.bin
    W_M_kaigan_hd.bin
    TBA
    TBA
    Tiles 0-5
    10: Beach (blue)
    d_2d_W_M_tikei_kaigan_ncg.bin
    None
    d_2d_W_M_tikei_kaigan_ncl.bin
    W_M_kaigan.bin
    W_M_kaigan_hd.bin
    TBA
    TBA
    Tiles 0-5
    11: Forest
    d_2d_W_M_tikei_jungle_ncg.bin
    None
    d_2d_W_M_tikei_jungle_ncl.bin
    W_M_jungle.bin
    W_M_jungle_hd.bin
    TBA
    TBA
    Tiles 0-2
    12: Grassland
    d_2d_I_M_tikei_nohara_ncg.bin
    None
    d_2d_I_M_tikei_nohara_ncl.bin
    I_M_nohara2.bin
    I_M_nohara2_hd.bin
    TBA
    TBA
    Tiles 0-5
    13: Sky/mushrooms (with flowers and bushes)
    d_2d_I_M_tikei_kinoko_ncg.bin
    None
    d_2d_I_M_tikei_kinoko_ncl.bin
    I_M_kinoko.bin
    I_M_kinoko_hd.bin
    TBA
    TBA
    Tiles 0-5
    14: Sky/mushrooms (with flowers and bushes)
    d_2d_I_M_tikei_kinoko_ncg.bin
    None
    d_2d_I_M_tikei_kinoko_ncl.bin
    I_M_kinoko.bin
    I_M_kinoko_hd.bin
    TBA
    TBA
    Tiles 0-5
    15: Volcano (black)
    d_2d_W_M_tikei_kazan_ncg.bin
    None
    d_2d_W_M_tikei_kazan_ncl.bin
    W_M_kazan.bin
    W_M_kazan_hd.bin
    TBA
    TBA
    Tiles 0-5
    16: Volcano (black 2) [Unused]
    d_2d_W_M_tikei_kazangake_ncg.bin
    None
    d_2d_W_M_tikei_kazangake_ncl.bin
    W_M_kazangake.bin
    W_M_kazangake_hd.bin
    TBA
    TBA
    Tiles 0-5
    17: Snow (with ice)
    d_2d_I_M_tikei_setsugen_ncg.bin
    None
    d_2d_I_M_tikei_setsugen_ncl.bin
    I_M_setsugen.bin
    I_M_setsugen_hd.bin
    TBA
    TBA
    None
    18: Snow
    d_2d_I_M_tikei_setsugen2_ncg.bin
    None
    d_2d_I_M_tikei_setsugen2_ncl.bin
    I_M_setsugen2.bin
    I_M_setsugen2_hd.bin
    TBA
    TBA
    Tiles 0-5
    19: Forest
    d_2d_W_M_tikei_jungle_ncg.bin
    None
    d_2d_W_M_tikei_jungle_ncl.bin
    W_M_jungle.bin
    W_M_jungle_hd.bin
    TBA
    TBA
    Tiles 0-2
    20: Oasis in Desert
    d_2d_W_M_tikei_kaigan3_ncg.bin
    None
    d_2d_W_M_tikei_kaigan3_ncl.bin
    W_M_kaigan3.bin
    W_M_kaigan3_hd.bin
    TBA
    TBA
    Tiles 0-5
    21: Bonus Room [Unused]
    d_2d_I_M_tikei_mame_ncg.bin
    None
    d_2d_I_M_tikei_mame_ncl.bin
    I_M_mame.bin
    I_M_mame_hd.bin
    TBA
    TBA
    None
    22: Volcano (black 2) [Unused]
    d_2d_W_M_tikei_kanzagake_ncg.bin
    None
    d_2d_W_M_tikei_kanzagake_ncl.bin
    W_M_kazangake.bin
    W_M_kazangake_hd.bin
    TBA
    TBA
    None
    23: Ghost House
    d_2d_S_M_tikei_obakeyasiki_ncg.bin
    None
    d_2d_S_M_tikei_obakeyasiki_ncl.bin
    S_M_obakeyasiki.bin
    S_M_obakeyasiki_hd.bin
    TBA
    TBA
    None
    24: Cliffs
    d_2d_W_M_tikei_kazangake2_ncg.bin
    None
    d_2d_W_M_tikei_kazangake2_ncl.bin
    W_M_kazangake2.bin
    W_M_kazangake2_hd.bin
    TBA
    TBA
    Tiles 0-5
    25: Cliffs
    d_2d_W_M_tikei_kazangake2_ncg.bin
    None
    d_2d_W_M_tikei_kazangake2_ncl.bin
    W_M_kazangake2.bin
    W_M_kazangake2_hd.bin
    TBA
    TBA
    Tiles 0-5
    26: Snow (with ice)
    d_2d_I_M_tikei_setsugen_ncg.bin
    None
    d_2d_I_M_tikei_setsugen_ncl.bin
    I_M_setsugen.bin
    I_M_setsugen_hd.bin
    TBA
    TBA
    None
    27: Grassland
    d_2d_I_M_tikei_nohara_ncg.bin
    None
    d_2d_I_M_tikei_nohara_ncl.bin
    I_M_yakata.bin
    I_M_yakata_hd.bin
    TBA
    TBA
    Tiles 0-5
    28: Snow (with ice)
    d_2d_I_M_tikei_setsugen_ncg.bin
    None
    d_2d_I_M_tikei_setsugen_ncl.bin
    I_M_setsugen.bin
    I_M_setsugen_hd.bin
    TBA
    TBA
    None
    29: Factory (W7-A)
    d_2d_W_M_tikei_dokansoto_ncg.bin
    None
    d_2d_W_M_tikei_dokansoto_ncl.bin
    W_M_dokansoto.bin
    W_M_dokansoto_hd.bin
    TBA
    TBA
    None
    30: Sewer (W2-3)
    d_2d_W_M_tikei_dokannaka_ncg.bin
    None
    d_2d_W_M_tikei_dokannaka_ncl.bin
    W_M_dokannaka.bin
    W_M_dokannaka_hd.bin
    TBA
    TBA
    None
    31: Volcano (yellow)
    d_2d_W_M_tikei_yougantate_ncg.bin
    None
    d_2d_W_M_tikei_yougantate_ncl.bin
    W_M_yougantate.bin
    W_M_yougantate_hd.bin
    TBA
    TBA
    Tiles 0-5
    32: Castle
    d_2d_I_M_tikei_yakata_ncg.bin
    None
    d_2d_I_M_tikei_yakata_ncl.bin
    I_M_yakata.bin
    I_M_yakata_hd.bin
    TBA
    TBA
    None
    33: Sky/mushrooms (with flowers and bushes)
    d_2d_I_M_tikei_kinoko_ncg.bin
    None
    d_2d_I_M_tikei_kinoko_ncl.bin
    I_M_kinoko.bin
    I_M_kinoko_hd.bin
    TBA
    TBA
    Tiles 0-5
    34: Grassland
    d_2d_I_M_tikei_nohara_ncg.bin
    None
    d_2d_I_M_tikei_nohara_ncl.bin
    I_M_nohara.bin
    I_M_nohara_hd.bin
    TBA
    TBA
    Tiles 0-5
    35: Underground
    d_2d_I_M_tikei_chika3_ncg.bin
    None
    d_2d_I_M_tikei_chika3_ncl.bin
    I_M_chika3.bin
    I_M_chika3_hd.bin
    TBA
    TBA
    Tiles 0-5, 48-53
    36: Underground (dark blue) [Unused]
    d_2d_I_M_tikei_chika_ncg.bin
    None
    d_2d_I_M_tikei_chika_ncl.bin
    I_M_chika2.bin
    I_M_chika2_hd.bin
    TBA
    TBA
    Tiles 0-5, 48-53
    37: Dark world (purple)
    d_2d_I_M_tikei_koopa_heigen_ncg.bin
    None
    d_2d_I_M_tikei_koopa_heigen_ncl.bin
    I_M_koopa_heigen.bin
    I_M_koopa_heigen_hd.bin
    TBA
    TBA
    Tiles 0-5
    38: Dark world (brown)
    d_2d_I_M_tikei_koopa_iwa_ncg.bin
    None
    d_2d_I_M_tikei_koopa_iwa_ncl.bin
    I_M_koopa_iwa.bin
    I_M_koopa_iwa_hd.bin
    TBA
    TBA
    Tiles 0-5
    39: Tower
    d_2d_I_M_tikei_toride_ncg.bin
    d_2d_TEN_I_toride_ncg.bin
    d_2d_I_M_tikei_toride_ncl.bin
    I_M_toride.bin
    I_M_toride_hd.bin
    TBA
    TBA
    Tiles 0-5
    40: Ghost house exit
    d_2d_S_M_tikei_obake_soto_ncg.bin
    None
    d_2d_S_M_tikei_obake_soto_ncl.bin
    I_M_obake_soto.bin
    I_M_obake_soto_hd.bin
    TBA
    TBA
    Tiles 0-5
    41: Final Castle
    d_2d_I_M_tikei_yakata_ncg.bin
    None
    d_2d_I_M_tikei_yakata_ncl.bin
    I_M_yakata.bin
    I_M_yakata_hd.bin
    TBA
    TBA
    None
    42: Toad house 1
    d_2d_W_M_tikei_kinokoA_ncg.bin
    None
    d_2d_W_M_tikei_kinokoA_ncl.bin
    W_M_kinokoA.bin
    W_M_kinokoA_hd.bin
    TBA
    TBA
    None
    43: Toad house 2
    d_2d_W_M_tikei_kinokoB_ncg.bin
    None
    d_2d_W_M_tikei_kinokoB_ncl.bin
    W_M_kinokoB.bin
    W_M_kinokoB_hd.bin
    TBA
    TBA
    None
    44: Toad house 3
    d_2d_W_M_tikei_kinokoC_ncg.bin
    None
    d_2d_W_M_tikei_kinokoC_ncl.bin
    W_M_kinokoC.bin
    W_M_kinokoC_hd.bin
    TBA
    TBA
    None
    45: Final Castle
    d_2d_I_M_tikei_yakata_ncg.bin
    None
    d_2d_I_M_tikei_yakata_ncl.bin
    I_M_yakata2.bin
    I_M_yakata2_hd.bin
    TBA
    TBA
    None
    46: Toad house 4
    d_2d_I_M_tikei_kinokoD_ncg.bin
    None
    d_2d_I_M_tikei_kinokoD_ncl.bin
    W_M_kinokoD.bin
    W_M_kinokoD_hd.bin
    TBA
    TBA
    None
    47: Bowser Jr battle
    d_2d_I_M_tikei_toride_boss_ncg.bin
    None
    d_2d_I_M_tikei_toride_boss_ncl.bin
    I_M_toride_boss.bin
    I_M_toride_boss_hd.bin
    TBA
    TBA
    None
    48: Beach (blue)
    d_2d_W_M_tikei_kaigan_ncg.bin
    None
    d_2d_W_M_tikei_kaigan_ncl.bin
    W_M_kaigan.bin
    W_M_kaigan_hd.bin
    TBA
    TBA
    Tiles 0-5
    49: Boss battle
    d_2d_I_M_tikei_yakata_boss_ncg.bin
    None
    d_2d_I_M_tikei_yakata_boss_ncl.bin
    I_M_yakata_boss.bin
    I_M_yakata_boss_hd.bin
    TBA
    TBA
    None
    50: Sky/mushrooms (with flowers and bushes)
    d_2d_I_M_tikei_kinoko_boss_ncg.bin
    None
    d_2d_I_M_tikei_kinoko_boss_ncl.bin
    I_M_kinoko.bin
    I_M_kinoko_hd.bin
    TBA
    TBA
    Tiles 0-5
    51: Forest
    d_2d_W_M_tikei_jungle_ncg.bin
    None
    d_2d_W_M_tikei_jungle_ncl.bin
    W_M_jungle.bin
    W_M_jungle_hd.bin
    TBA
    TBA
    Tiles 0-2
    52: Desert
    d_2d_I_M_tikei_sabaku_ncg.bin
    None
    d_2d_I_M_tikei_sabaku_ncl.bin
    I_M_sabaku.bin
    I_M_sabaku_hd.bin
    TBA
    TBA
    Tiles 0-5
    53: Desert
    d_2d_I_M_tikei_sabaku_ncg.bin
    None
    d_2d_I_M_tikei_sabaku_ncl.bin
    I_M_sabaku.bin
    I_M_sabaku_hd.bin
    TBA
    TBA
    Tiles 0-5
    54: Jungle
    d_2d_W_M_jungle_ncg.bin
    None
    d_2d_W_M_jungle_ncl.bin
    W_M_jungle.bin
    W_M_jungle_hd.bin
    TBA
    TBA
    Tiles 0-5
    55: Final boss battle
    d_2d_I_M_koopa_boss_ncg.bin
    None
    d_2d_I_M_koopa_boss_ncl.bin
    I_M_koopa_boss.bin
    I_M_koopa_boss_hd.bin
    TBA
    TBA
    None
    56: Volcano (black)
    d_2d_W_M_kazan_ncg.bin
    None
    d_2d_W_M_kazan_ncl.bin
    W_M_kazan.bin
    W_M_kazan_hd.bin
    TBA
    TBA
    Tiles 0-5
    57: Underwater
    d_2d_W_M_suichu_ncg.bin
    None
    d_2d_W_M_suichu_ncl.bin
    W_M_suichu.bin
    W_M_suichu_hd.bin
    TBA
    TBA
    Tiles 0-5
    58: Light grey castle (W8 Castle 1)
    d_2d_I_M_yakata_nise_ncg.bin
    None
    d_2d_I_M_yakata_nise_ncl.bin
    I_M_yakata_nise.bin
    I_M_yakata_nise_hd.bin
    TBA
    TBA
    None
    59: Sky/Mushrooms (yellow-ish)
    d_2d_I_M_kumo2_ncg.bin
    None
    d_2d_I_M_kumo2_ncl.bin
    I_M_kumo2.bin
    I_M_kumo2_hd.bin
    TBA
    TBA
    None
    60: Beach (turquoise, without moss)
    d_2d_W_M_kaigan2_ncg.bin
    None
    d_2d_W_M_kaigan2_ncl.bin
    W_M_kaigan2.bin
    W_M_kaigan2_hd.bin
    TBA
    TBA
    Tiles 0-5
    61: Lakithunder and Monty Tank battles
    d_2d_I_M_yakata_bossW7_ncg.bin
    None
    d_2d_I_M_yakata_bossW7_ncl.bin
    I_M_yakata_bossW7.bin
    I_M_yakata_bossW7_hd.bin
    TBA
    TBA
    None
    62: Boss battles
    d_2d_I_M_yakata_boss_ncg.bin
    None
    d_2d_I_M_yakata_boss_ncl.bin
    I_M_yakata_boss.bin
    I_M_yakata_boss_hd.bin
    TBA
    TBA
    None
    63: Mummy-Pokey battle
    d_2d_I_M_sabaku_boss_ncg.bin
    None
    d_2d_I_M_sabaku_boss_ncl.bin
    I_M_sabaku_boss.bin
    I_M_sabaku_boss_hd.bin
    TBA
    TBA
    None
    64: Oasis in Desert
    d_2d_W_M_kaigan3_ncg.bin
    None
    d_2d_W_M_kaigan3_ncl.bin
    W_M_kaigan3.bin
    W_M_kaigan3_hd.bin
    TBA
    TBA
    Tiles 0-5
    65: Desert
    d_2d_I_M_sabaku_ncg.bin
    None
    d_2d_I_M_sabaku_ncl.bin
    I_M_sabaku2.bin
    I_M_sabaku2_hd.bin
    TBA
    TBA
    None
    66: Oasis in Desert
    d_2d_W_M_kaigan3_ncg.bin
    None
    d_2d_W_M_kaigan3_ncl.bin
    W_M_kaigan3.bin
    W_M_kaigan3_hd.bin
    TBA
    TBA
    Tiles 0-5
    67: Bonus room [Unused]
    d_2d_I_M_mame_ncg.bin
    None
    d_2d_I_M_mame_ncl.bin
    I_M_mame.bin
    I_M_mame_hd.bin
    TBA
    TBA
    None
    68: Bonus room [Unused]
    d_2d_I_M_mame_ncg.bin
    None
    d_2d_I_M_mame_ncl.bin
    I_M_mame.bin
    I_M_mame_hd.bin
    TBA
    TBA
    None
    69: Bonus room [Unused]
    d_2d_I_M_mame_ncg.bin
    None
    d_2d_I_M_mame_ncl.bin
    I_M_mame.bin
    I_M_mame_hd.bin
    TBA
    TBA
    None
    70: Bonus room [Unused]
    d_2d_I_M_mame_ncg.bin
    None
    d_2d_I_M_mame_ncl.bin
    I_M_mame.bin
    I_M_mame_hd.bin
    TBA
    TBA
    None
    71: Bonus room [Unused]
    d_2d_I_M_mame_ncg.bin
    None
    d_2d_I_M_mame_ncl.bin
    I_M_mame.bin
    I_M_mame_hd.bin
    TBA
    TBA
    None
    72: Bonus room [Unused]
    d_2d_I_M_mame_ncg.bin
    None
    d_2d_I_M_mame_ncl.bin
    I_M_mame.bin
    I_M_mame_hd.bin
    TBA
    TBA
    None
    73: Underground (gold) [Unused]
    d_2d_I_M_chika4_ncg.bin
    None
    d_2d_I_M_chika4_ncl.bin
    I_M_chika4.bin
    I_M_chika4_hd.bin
    TBA
    TBA
    Tiles 0-5, 48-53
    74: Bonus room
    d_2d_I_M_mame_bonus_ncg.bin
    None
    d_2d_I_M_mame_bonus_ncl.bin
    I_M_mame_bonus.bin
    I_M_mame_bonus_hd.bin
    TBA
    TBA
    None
    75: Grassland
    d_2d_I_M_nohara_ncg.bin
    None
    d_2d_I_M_nohara_ncl.bin
    I_M_nohara.bin
    I_M_nohara_hd.bin
    TBA
    TBA
    Tiles 0-5

    1.1. Objects

    Objects are what you place inside of levels. There can be up to 256 of them in a tileset and they each have an ID between 0 and 255. They are composed of one or more lines, which are themselves composed of any number of game tiles. Not every row needs to be the same length. If any of the rows in the object has no game tiles, the entire object will be empty.

    1.1.1. Map16 Tile Number

    This is the game tile number from the map16 that the selected game tile uses. Starts at 0, left to right, top to bottom. Set to -1 for an empty tile. Alternatively, selecting the desired game tile(s) on the map16 will add them to the selected object after the selected game tile within the object, and click the Empty Tile button to add an Empty Tile.

    1.1.2. Control Byte

    This can be anything between 0x0 and 0xFF. However, only eight values are truly useful, with the others being redundant.
    Value
    Behavior
    0x0
    Normal
    0x1
    Repeat X
    0x2
    Repeat Y
    0x3
    Repeat X and Y
    0x80
    Slope control (up-right) (acts like 0x0 if not the first game tile of line 0)
    0x81
    Slope control (flipped, up-right) (acts like 0x1 if not the first game tile of line 0)
    0x82
    Slope control (down-right) (acts like 0x2 if not the first game tile of line 0)
    0x83
    Slope control (flipped, down-right) (acts like 0x3 if not the first game tile of line 0)

    In truth, this should probably be treated as a bitfield:
    Bit
    If 0
    If 1
    0 Normal
    If first game tile of line 0, slope control. Otherwise, normal.
    1
    Unknown
    Unknown
    2
    Unknown
    Unknown
    3
    Unknown
    Unknown
    4
    Unknown
    Unknown
    5
    Unknown
    Unknown
    6
    If normal, nothing. If slope control, up-right slope
    If normal, repeat X. If slope control, down-right slope
    7
    Nothing
    If normal, repeat Y. If slope control, flipped slope

    1.1.3. Descriptions

    The "Create Descriptions" button will add a Description field for each of the objects in your tileset. The description you add will be displayed as a tooltip for the object in the level editor. This is purely an editor feature, it serves no purpose in-game. The descriptions are stored in the 00DUMMY file.

    1.1.4. Set End

    This will delete every object after the object you have selected.

    1.2. Map16

    The Map16 is the tilemap of a tileset. This is where the the hardware tiles from the NCG file are arranged into game tiles to be used in the tileset objects. Tileset 0 (Jyotyu) has a Map16 of 256 tiles, tileset 1 has a Map16 of 768 tiles and tileset 2 (Sub Nohara) has a Map16 of 512 tiles. NSMBe presents this as a 16 game tile wide grid. The other of the game tiles in the grid in terms of ID goes from left to right, top to bottom.

    1.2.1. Draw

    Draws the tiles that is selected in the NCG that can be seen to the right of the Map16. This will be cropped if it is drawn to an area that is smaller than the selected data or will be repeated if drawn to an area that is larger than the selected data.

    1.2.2. Horizontal Flip

    Allows horizontally flipping one or multiple hardware tiles by selecting them. Note that tiles won't be flipped in relation to the center of themselves, but rather in relation to the center of the selection.

    1.2.3. Vertical Flip

    Allows vertically flipping one or multiple hardware tiles by selecting them. Note that tiles won't be flipped in relation to the center of themselves, but rather in relation to the center of the selection.

    1.2.4. Copy

    Allows copying one or multiple tiles by selecting them.

    1.2.5. Paste

    Allows pasting copied data. This will be cropped if it is drawn to an area that is smaller than the copied data or will be repeated if drawn to an area that is larger than the copied data.

    1.2.6. Change Palette

    Increases by one the palette used by one or multiple tiles by selecting them. Wraps around to the first palette for tiles that currently use the last palette.

    1.2.7. Undo

    Reverts last action.

    1.2.8. Redo

    Reverts Undo.

    1.2.9. Show Grid

    Enable/disable 16x16 grid.

    1.2.10. Randomization

    Certain Map16 slots in certain tileset slots have randomization. When a tile from a randomized area of the Map16 is placed in a level, a random tile from that area will be chosen. See this table for more details on which tilesets use randomization and how.

    1.2.11. Harcoded Jyotyu Map16 IDs

    These Map16 IDs have a special hardcoded behavior.
    Map16 Tile ID
    Behavior
    0 No special behavior, but NSMBe's level editor wrongfully acts as if this were ID 1 and draws this on every space that doesn't have a tile placed down.
    1
    This tile is displayed everywhere that doesn't have a tile placed down in levels. Always leave transparent.
    2
    Unknown (camera-related). Always invisible.
    3
    Unknown (camera-related). Always invisible.
    4
    Unknown (camera-related). Always invisible.
    5
    Unknown (camera-related). Always invisible.
    6
    Unknown (camera-related). Always invisible.
    7
    Unknown (camera-related). Always invisible.
    8
    Unknown (camera-related). Always invisible.
    TABLE STILL UNDER CONSTRUCTION

    1.2.12. 3D Tiles

    While the vast majority of tiles are two dimensional, a small number of map16 slots in specific tileset slots are hardcoded to instead display a specific NSBTX file from the polygon_unit folder. This is the case for quicksand, pipes, water, and generally any other tile that has the ability to appear on top of the player or other 3D models. Here's a table that shows this in more detail.
    Tileset Slot
    Map16 Slot
    3D Tile ID
    File
    Bitmap
    Palette
    Description
    Jyotyu
    112
    TBA
    I_dokan.nsbtx
    I_do_lu
    I_dokan:0
    Upwards facing green pipe (left)
    Jyotyu
    113
    TBA
    I_dokan.nsbtx
    I_do_ru
    I_dokan:0
    Upwards facing green pipe (right)
    Jyotyu
    114
    TBA
    I_dokan.nsbtx
    I_do_yoko_lu
    I_dokan:0
    Leftwards facing green pipe (up)
    Jyotyu
    115
    TBA
    I_dokan.nsbtx
    I_do_yoko_ru
    I_dokan:0
    Rightwards facing green pipe (up)
    TABLE STILL UNDER CONSTRUCTION

    1.3. Graphics

    TBA

    1.4. Tile Behaviors

    TBA

    1.5. Jyotyu

    TBA

    2. Backgrounds

    TBA

    3. Miscellaneous

    TBA

    3.1. Order of Graphics in VRAM

    Description
    File System
    VRAM Start Offset
    Length (bytes)
    Length (tiles)
    Tileset 0 (Jyotyu Tileset)
    BG_ncg/d_2d_A_J_jyotyu_ncg.bin
    0x6000000
    0x3000
    192
    Tileset 1 (Main Tileset)
    BG_ncg/X_M_tikei_X_ncg.bin
    0x6003000
    0x7000
    448
    Tileset 2 (Sub Nohara Tileset)
    BG_ncg/d_2d_I_S_tikei_nohara_ncg.bin
    0x600A000
    0x2000
    128
    Top Background
    BG_ncg/X_M_free_X_ncg.bin
    0x600C000
    0x5000
    320
    Bottom Background
    BG_ncg/X_M_back_X_ncg.bin
    0x6011000
    0x5000
    320

    4. Documentation

    TBA

    4.1. unt Files (Object Definitions)

    TBA

    4.2. pnl Files (Map16)

    TBA

    4.3. ncg Files (Bitmaps)

    TBA

    4.4. ncl Files (Palettes)

    TBA

    4.5. chk Files (Tile Behaviors)

    TBA

    4.6. nsc Files (Tilemaps)

    TBA

    5. Sources

  • Original research ( poudink)
  • Reversing the 3D tile system
  • guide Tilesets and backgrounds name table
  • guide Tilesets and textures
  • lesson Backgrounds: Tile-Share method