List of Header Blockstodo: http://nsmbhd.net/thread/2762-different-area-overflows-which-are-bugs/ look through: nsmbe github old jul threads http://treeki.rustedlogic.net/ 1. General SettingsBlock 1 defines some settings general to the area. Not per view.First byte: start entrance Second byte: midway entrance Third byte: many things. To have more than one add their values. (in hex) • Level wrap: 20 • Mini Mario Physics: 02 • Start as Mini Mario: 01 5th and 6th bytes: time limit 7th byte: background graphics 13th byte: tileset graphics 19th byte: foreground graphics (Thanks to Treeki) 2. Camera StuffThese block has diferent lengs in some levels. I only explain the 24 bytes form:YY 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0X 00 00 00 00 00 YY: Unknown. Leaving as 00 doesnt change scrolls. Putting 44 the camera does crap things when scroll down. 0X: 00 for no vertical scroll \\ 0F for free camera 3. Background SettingsThird byte: background tile layoutFifth byte: background palette (Thanks to Treeki) 4. Camera Stuff [no documentation]5. Camera Stuff [no documentation]6. EntrancesGo to specific world map point (Unused)Replace the 20th byte that says 00 with FF. Every entrance (not warps) with destination of 0 will go to the world map. Allegedly, warps cannot be made to work with this, but Hiccup got it to work. Nag him to try it out again. This is not a glitch, the unused code can be seen at TCRF.net/Notes:New Super Mario Bros. (Thanks to Dirbaio and Baby Bowser) 7. Sprites [no documentation]8. Views (boxes with level in)Block 8 controls Views.The format is a string of values like this: XXXX YYYY WWWW HHHH IICC MMUU AABB LLFF X, Y, W, H: The position and size of the view, in pixels. II: The ID of the View. CC: The reference to the camera settings in Block 2 M: Music. It is a value from Music list A, B, U: Unknown values LL: 3D lighting FF: Flagpole Tracker ID from Block 10 9. Sprite AreasThis block specifies zones where certain sprites can operate. It is made of 12-byte rows lwith this format.XXXX YYYY WWWW HHHH II00 0000 X, Y, W, H define the zone. II is the ID for the zone, that is later referenced from the sprites. 10. Progress PathsThis dictates the progress bar on the lower screen. Set it up along the bottom/side of a level, depending on if it's a horizontal or vertical level. + Controls Click the second path icon to edit Progress Paths. Click and drag to move the squares. Hold Shift to lock dragging to a grid. Hold Control to add another square. Hold Alt to remove a square. (Use this for edits, use "Delete Path" to remove entire progress path.) The progress path can be broken up, it'll set up the bar in order from 0 upwards. (See 2-3, Area 2 for an example) 11. Movement Paths [no documentation]12. Progress Path Nodes [no documentation]13. Movement Path Nodes [no documentation]14. Sprite Sets [no documentation] |