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Super Mario Bros.

X World/Level Editor Help


Version 1.3.0.1

Index
1. About The Program
1.a Folders
2. Basics of the Editor
2.a Menus
2.b Layers
2.c Events
3. World Edit Mode
3.a Features
3.b Tiles
3.c Scenery
3.d Levels
3.e Paths
3.f Music
3.g Settings
4. Level Edit Mode
4.a Features
4.b Blocks and Tiles
4.c Backgrounds
4.d NPCs
4.e Level Settings
4.f Warps and Doors
4.g Water
5. NPC Customization
5.a Step By Step
5.b List of NPC Flags
6. Tutorials
6.a Using Custom Graphics
6.b Moving Layers
6.c Warps and Doors
7. Troubleshooting
7.a Errors

1. About The Program


Program created by Andrew Spinks 'Redigit'
Email = redigit@tehgamez.com

SMBX Editor allows you to create your own Mario Bros. games and levels utilizing items, enemies
and graphics from many of your favorite Mario games including, SMB, SMB2, SMB3 and SMW,
and even music from SM64.

Please visit the Forums on www.SuperMarioBrosX.org if you have any questions, comments,
suggestions or to seek further help with the editor.
1.A Folders - The following folders are included with SMBX, these are descriptions of what
they are used for.
Battle - Contains all folders that relate to the Battle Mode of SMBX. You can find all levels
for battle mode in here, as well as the custom graphics for those levels.
Graphics - Contains all the Graphics used by default by the game and editor. Inside it is
separated by type of graphic. (When creating custom graphics, they do not need to be separated
in the same way when placed in your level folder.) Each graphic has its own type and number,
and these must be referenced when using custom graphics as the name of the custom graphic
file must match exactly the name of the file to be over-ridden in the level.
Music - Contains all the Music used by default by the game and editor. (SMBX uses mp3
file formats.)
Sound - Contains all the Sounds used by the game and editor.
Worlds - This is where you would place any created, or downloaded episodes.
Episode Folder - Each episode has its own folder, and contains the following.
.lvl File These are your levels. To use custom graphics in your level and
overwrite the default graphics used by SMBX you will create a new folder inside the episode
folder with the SAME EXACT name as the .lvl file that the graphics are being used in (minus the
.lvl extension) and then place the graphics inside that folder. They do not need to be separated
by type in the fashion that they are in the default graphics folder.
.sav File When you save, these are created, To delete a save file, you
must delete this file from the folder.
.wld File This is the World Map file. Every Episode MUST have this file to
be playable even if there is no world map since it uses the world maps SETTINGS information to
set certain things about the game.
2. Basics of the Editor
2.A Menus - You will see the following menus listed at the top of the editor window.
"File" Menu - Contains New, Save and Open Functions. These are self Explanatory.
"Mode" Menu - Choose either to edit the World Map or Levels. When switching
between these two modes, you will be prompted to save our current map. Each mode
has its own set of functions, please see each modes respective help sections in this Help File for
further details.
"Test Level" Menu - Will only appear when editing levels. Contains the following
options:
"Test Level 1up" - (F5) Play the currently opened level to test its playability and proper
function as a single player. The player will start where you have placed the Player 1 Start
location.
"Test Level 2up" - (F6) Same as "Test Level 1up" but both players will be present, each
using their own start locations. If the players separate the screen will seamlessly split and
become a dual screen so both may continue to explore.
"Test Level Battle Game" - (F7) Same as "Test Level 2up" but both players will be able to
harm eachother with every type of attack. The point of this mode is to cause the other player to
lose all of thier lives by whatever means you can.
"Test Settings" - Here you set the options that will be used while testing the level.
Grab All - Allows Mario and Luigi to grab, carry and toss any enemy regardless of
whether or not it would normally be allowed.
God mode - Makes Mario and Luigi immortal.
Show FPS - Shows the Frames Per Second. Something around 60-70 is where you
will want it to run, if its higher, you may want to remove a few NPCs from that area of the level
as having too many on the screen at once can reduce gameplay speeds.
Max FPS - Runs the game at the highest speed possible.
Fullscreen - Will run the test in Full-screen Mode.
Player 1 and Player 2 - Set what character and what power-ups each will start
the test with. You may also set the Yoshi they will be riding at test start.
"Reset Game" - Removes any previous test run information from the next play
through. This includes Midway Points having been reached.
THINGS TO REMEMBER WHEN TESTING
* You may still edit the map while you are in test mode, however any changes you make
to the map while testing will not be saved when the test ends.
* The player controls used while testing the level will be taken from the options you have
chosen in smbx.exe the last time you played it. So if you want to use a joystick while testing,
simply change the player controls in SMBX and then load up the editor again.
* Entering any warp that sends you to another level or another will end the test. Hitting
Escape will also end the Test.

"View" Menu - (Level Editor Only) This contains two very important functions. Layers,
and Events. It also contains the debugger which will show you the levels current and maximum
uses of Tiles and NPCs, The X/Y location of the mouse, the current FPS (frames per second), and
how many of certain NPCs you have placed so far.

2.B Layers - (Level Editor Only) Layers are used to create moving platforms, hidden blocks,
and other interesting effects. When you select a layer, the next Tile, Background, NPC, Warp and
even Water effect will be placed on that Layer, and will be effected by any, SHOW, HIDE, or MOVE
effect done on that layer. Clicking the Check box off next to a layer will make it begin the level
Hidden. When naming a layer, you must hit ENTER after typing in the new name for it to save
that name.
Default Layer - This is the basic layer.
Destroyed Blocks - Only useful during a test, If you wish to re-show all the blocks that
have been broken and destroyed. Clicking the check box will recreate them.
Spawned NPCs - This is the layer that will contain any NPC's that emerge from NPC
Generators. Only useful during a test to remove all spawned NPCs that have emerged so
far.
ADD LAYER - When you create a new layer it will be added to the list and need a new
name or remain as New Layer X.

DELETE LAYER - When attempting to Delete a layer, a prompt will show asking you if you
if you are sure. CAUTION When deleting a layer all objects created while that layer was selected
will also be deleted.

2.C Events - (Level Editor Only) Events can be used to make many different things happen in
a level, ranging from a message being shown to causing a layer to SHOW, HIDE, or MOVE. Events
are called by a few different means.
BUILT IN (May not be removed)
Level Start - This event is called when the level begins.
P Switch Start - This event starts when a player jumps on a P Switch.
P Switch End - This event starts when the P Switch effect reaches its end.
SET BY USER
New Event - Click ADD to create a new event. These events can start
automatically or be set to start only when they are called by a NPC or
Block/Tile Event or another Event having finished. When naming a new event,
hit ENTER after you are done typing to have that new name saved.
DUPE - Copies the currently selected event and all its settings and creates a
clone of itself in the list.

Event Features - Layers This is where you will select what layers will be hidden, shown or
toggled.

No Smoke - When a Layer is hidden it makes a poof of smoke on each hidden


tile or NPC, checking NO SMOKE will make this poof effect not happen when
this event is called.

TOGGLE, HIDE, SHOW LAYERS - To add a layer to one of these lists, click on
it in whatever list it is currently in, and then click the ADD button under the
desired list. Clicking remove while selected on a Layer while it is Hidden,
toggled or shown will add it back into the list of all unaffected layers.

Layer Movement This is where you set a Layers movement to create moving
platforms/blocks. If you plan on putting an NPC on a moving platform it must
be added to the same layer as that platform or it may not collide correctly with
that platform and fall through it. Certain enemy projectiles (Shy Guys) will hit
the moving platform as soon as they fire, while the platform is moving up,
please make note of this when designing your levels as it will effect difficulty.

First Select a Layer from the drop down box. This is the layer that will be moving.
(Please note, Creating a moving layer horizontally can cause strange things to
happen when interacting with Mario, Luigi since you can not place them in a
specific layer. These strange things include Mario and Luigi sliding ever so
slightly as the platform is moving.)

Layer Direction and Speed.

To set a layers direction and speed you will use the horizontal and vertical
speed fields. It is suggested that you only use numbers ranging from 0 to 5, as anything
faster is impossible to see or interact with correctly. Decimals may also be used.

Horizontal = A positive number will move the layer RIGHT, a negative number
will move the layer LEFT

Vertical = A positive number will move the layer UP, a negative number will move the
layer DOWN

Diagonal = Putting a number in both fields at the same time will cause the
layer to move at an angle.

(If an event attempts to move a layer already being moved by another event,
the newest events movement will override the old movement.)

Auto-Scroll

To create a level which scrolls on its own and makes a player have to move with the
screen without going ahead or back, you would use this function. This is used in conjunction
with the POSITION section setting.

After creating the entire level, set the boundary to the size of the playable screen and
select POSTION "Use Current". This will set the area that the players must remain inside. Now
you may resize the boundary again back to the edges of the level itself.

Select which section will use this auto scroll feature to turn it on. The speeds are set just
like Layer movement speeds. Other events may be used to change the direction or speed of the
screen as its moving.

Message - When the event is called, this message will pop up onto the screen. Play will
pause until the message is cleared with a button press by the player.

Section Settings - When calling the event you can change the music that is
playing and also change the background image to another if you would like.
You would simply change the playing music in the editor to the desired new
music and click "use current" this will lock that song into the editor. Then you
may change the song back to what should play originally in the level when it
begins. Setting another event to have Default afterwards will change the song
or background back to the sections original settings. This is good for a
temporary change, for example, while a P Switch is in effect.

Position - Also listed under Section settings is the option to set Position. This option will
allow you to set the level boundaries to a specific area and not allow the player to pass
beyond that set boundary until another event unlocks it with the DEFAULT setting. To do
this first select the "Level Settings" button to have that window open. In that window,
select "Level Boundary" and shrink or expand the level to the area you wish the player to
be able to navigate in until you let them to explore more or less. (Don't worry, if you
shrink the level beyond what you've already created, the tiles you have placed will
remain and not be deleted. And you can expand it back to normal once you have clicked
SET in the EVENT windows Position option.) Click Set to capture the size of the level
boundary you have just set. You may now re-expand your boundary back to where it
would normally be. And there you have it a growing or shrinking level when the event is
called. Remember its always best to make sure the player is within the new boundary
before the event is called otherwise they will be automatically moved to the very edge
of the new boundary, even if that edge is now inside a wall. If the player happens to
appear inside a wall, he will move automatically to the nearest open space (horizontally)
from where he is now located. If there are no open spaces, he will become unable to
move and the level will become impossible to complete.

Play Sound - This sound will play when the event is called.

End Game - The game will end in victory for the players when this is set to
Bowser Defeat.

Trigger Event - When another event is to follow the current action, for
example to reverse the effects of the trigger you are making, you can set that
trigger to be called after the current triggers delay has completed. See Delaybelow.

Delay - Set this delay to have the event being called by the current event to
wait a certain amount of time before activating. This delay only affects how
long until the event chosen in "Trigger Event" starts, and not how long the
current event lasts.

Player Controls - By selecting one of the controls listed, you are setting the
control to be pressed automatically by the computer for both players when
this event is called. So if you want both players to jump when an enemy
appears, you would use this. This affects both players at the same time.

3. World Editor Mode


3.A Features - The World Editor is what you use to create your overworld, if you
want your Mario game to have an overworld map that is. However, for your
game to work the folder for you game must contain a map file, even if its
completely empty, as the map file contains important information. Which level is
the first level of your game for example.

Size - An important thing to remember about World Editor Mode, is that you only have
one overworld map to work with, but it is very massive in size. The exact size of the max
map size is so large it is currently unknown, it is concievable, but not likely, that a map
designer could make a map 10000 tiles wide by 10000 tiles high.
If you wish to create multiple "areas" in your game, like Super Mario Bros. 3 had Worlds
1-8, simply spread them apart on the map so they are far enough apart you will never be
able to see one from the other.

Getting Around - The following controls can be used to navigate and edit the map.

Arrow Keys - While the mouse is over the map window, you can scroll the
map with the arrow keys.
Shift Keys - While Scrolling, holding shift scrolls the map much faster.

Types of Mouse Actions - At the bottom of the screen you will see Selection and Eraser
listed. These are two 'brushes' you will use often.

Selection - While you are using the Selection Brush the following controls are in
effect.
Left Click - Grabs an already placed tile and attaches it to the mouse to be
placed elsewhere. The window for that type of tile will appear allowing you
to change its options before you place it again if you would like.

Left Click (While A Tile is Attached) - Places the attached tile in the clicked
location. Once the item is placed, a clone of that tile will still remain attached
to the mouse so you can place another if you want. This can save a designer
time when creating multiple of the same tile. Dragging while placing Tiles will
create a constant flow of tile placement. This is only suggested if AUTO-ALIGN
is checked, otherwise too many tiles may be placed in a small area.

Right Click (While A tile Is Attached) - Deletes the attached Tile From the Mouse
so you can grab another. Don't worry, the information of the last selected level
will remain in the Level window, so you don't have to worry about accidentally
losing all your work if you pick up a level and right click by mistake. Just make
sure you place that level back as soon as you can.

Eraser - This is what you use to clear tiles from the map. The follow controls
are in effect while the Eraser is selected.
Left Click - Erases the topmost tile. Tiles are layered in the following way from
topmost to bottom most, so when deleting a tile make sure another tile isn’t
above it in the list.
Top - Music
Middle - Levels Or Paths
Lower Middle - Scenery
Very Bottom - Tiles

For example, if in one Square, you have Music, A Level and a Tile and wanted to delete
the tile, you would either have to move or delete the Music and the Level to then be able to
delete the Tile. So take this into consideration before trying to erase something.
Right Click - Deselects the Eraser and puts you into the Selection Brush.

Other Brushes - The following are the remaining brushes.


Tiles - Allows placement of the ground tiles, such as Grass, Water,
Desert and Snow.
Scenery - Places sprites that are used to make the map have more
ambience and appeal. These include Trees, Signs, and Hills. The player
does not interact with these in any way. These may not be placed on
Levels.
Levels - These are placed as placeholders for Level entrances. These
may not be placed on Scenery or Paths.
Paths - These dictate where the player may move. Paths appear
depending on if the level connecting to them has been completed.
Paths may not be placed on Levels, but they may be placed over
scenery, the scenery will be pushed underneath.
Music - When a player passes over this Tile, the overworld music will
change to the selected Music. These may be placed anywhere except
onto other music.

3.B Tiles - The Tiles Brush is quite straightforward. Currently there are four Tile sets to
choose from.
Super Mario World A (Grass/Dirt/Bridge)
Super Mario World B (Cave/Lava)
Super Mario World C (Star Road/Snow/Clouds)
Super Mario Bros. 3

3.C Scenery - The Scenery Brush has no special settings, but most scenery can be placed
closer together than most other "auto-aligned" tiles allowing for more decorative design. Some
scenery is animated, and you will see this animation once the scenery is attached to the mouse
and is hovered over the map.
3.D Levels - Levels are the powerhouse of World Edit Mode. This is what you use to make
your map come alive and have a purpose. When selecting the Level Brush, the Levels window
will open. Below is an overview of the Levels Windows functions.
Level Graphic - Choose what the level will look like on the map. Some levels
are animated, hover them over the map to preview the animation before
placement.
Level File Name - Type in the File name of the Level you wish the player to
enter when hitting the select key on this Level. Do not include the Extension
".lvl" when entering the file name. (Example, for "1-1.lvl" I would type "1-1".)
Level's Name - During playthrough, when the player moves onto this Level
marker on the overworld map, this Name will show at the top of the screen
near the players Lives and Coins. Choose a name for the level that is
appropriate. (Example : If the level is full of pipes, call it Pipeworks, so the
player has an idea what to expect.)
Level Exits - This is called when the Level is completed by the players. Any
paths connected to the completed level in the direction chosen will appear if
the selected completion NPC is touched. These are the different kinds of level
completions that can be placed in a level.

- SMB3 Standard Exit, When the level is completed by touching the


Star/Flower/Mushroom Exit NPC.
- SMB3 Boss Exit, When the level is completed by touching the ? Ball
Exit NPC.
- Walked Off Screen, If the "Off-screen Exit" option in a level is selected
and the player walks off the screen, the level will be considered
completed.
- Secret Exit, When the Player brings the SMW Key Exit NPC to the
Background Keyhole, the level will be considered completed in this
manner.
- SMB2 Boss Exit, When the player touches the Glass Orb Exit NPC the
map will end with this completion.
- Warp Exit, When a Pipe, Door or Instant Warp has the option MAP
EXIT set, the level will be considered completed.
- Star Exit, When the player touches the SMB3 Star Exit NPC, the level
will be considered completed in this manner.
- SMW Exit, When the player cuts the tape on the SMW goal line, the
level will be considered completed in this manner.
Location - This simply displays the current X,Y mouse pointer location on the
map for reference when placing Warp Exits.
Options - The following options may be set for the level.
- Big Background, This gives the path background that is displayed
under the level graphic a much larger size.
- Path Background, This will hide or show the path background under
the level sprite.
- Always Visible, This makes the level show up on the map even if the
level before it has not been completed yet.
- Game Start, This is where the player will begin the game on the map
when the game is begun. it is best you only put this option on
one level.
Map Warp Location - When the player "Enters" this Level, instead of a level
being loaded, the player will warp to the set location on the map. If a
level is set as well, after the level is completed or dies, the player will warp to
the set location when the world map screen re-shows.
Entrance - This is where you set where the player will begin the level. If the
player is to start where you placed the Mario and Luigi Start locations,
choose Normal. If they player is to exit a warp pipe or door and start
the level that way, once the Warp EXIT is placed in the level, the player
will start the level there if that warp is chosen on the slide bar.

3.E Paths - Paths are how you guide the player from one level to another, and also limit
the movement of the player. The player is only able to cross over the path and Level
tiles on the world map. Path tiles will appear when the level preceding the path is
completed, otherwise they will not be seen. When placing path tiles, be sure to take
note that any adjacent path tile will allow the player to cross that area, even if the paths
sprite image isn’t a "connecting" image. The following image shows an example of this.
The two paths may not appear to connect, but the player could walk from the left tile
to the right tile if he so chose.

3.F Music - This brush will allow you to place Music change tiles onto the map. When the
player touches these tiles, the music will change to the selected music file. To set this, first select
the music you want to change to and then click where you want it on the map.

3.G Settings- This is where you set some of the games basic settings.
World Name - This is simply the name of the world. It has no purpose besides
allowing you to name the file for your save/load reference.
Auto Start Level - To have the game begin in a level instead of having the
player start on the map, set a level here. Type in the levels name,
without the ".lvl" extension.
No World Map - Fancy a game like SMB1 or SMB2 where the play is continuous
from one level to another. Choose this option to make that possible and
the world map will never be used. It must still be saved and placed in
the same folder as the levels you create however for the game to
recognize the levels as a collection.
Restart last level on Death - If you are using the no world map feature, this
setting will cause the player to be sent back to the beginning of the
level when they die.
Number of Stars, This is the total number of stars in the game. This number is
simply used to calculate the percent of the game completed by the
player when displaying the save game to load.
Block Characters, This will prevent a certain character from being selected to
enter this level.
Credits - List those who worked on this World and Level set here.

4. Level Edit Mode


4.A Features - Level Edit Mode is where you create the levels the player will have to
complete to proceed in the game. It has many more features than World Edit Mode,
including the ability to set triggered events that change the level dynamically as its
played. Below are the basic features in Level Edit Mode.

Getting Around - The following controls can be used to navigate and edit the level.

Arrow Keys - While the mouse is over the level window, you can scroll the
level with the arrow keys.
Shift Keys - While Scrolling, holding shift scrolls the level much faster.

Types of Mouse Actions - At the bottom of the screen you will see Selection and Eraser
listed. These are two 'brushes' you will use often in the level editor.

Selection - While you are using the Selection Brush the following controls are in
effect.
Left Click - Grabs an already placed tile, background, NPC, warp or water tile
and attaches it to the mouse to be placed elsewhere. The window for that type
of tile will appear allowing you to change its options before you place it again if
you would like.

Left Click (While A Tile is Attached) - Places the attached tile, background,
NPC warp or water tile in the clicked location. Once the item is placed, a clone
of that tile will still remain attached to the mouse so you can place another if
you want. This can save a designer time when creating multiple of the same tile.
Dragging while placing Tiles will create a constant flow of tile placement.

Right Click (While A tile Is Attached) - Deletes the attached Tile From the
Mouse so you can grab another. Don't worry, the information of the last
selected tile will remain in that tile types window, so you don't have to
worry about accidentally losing all your work if you pick up a npc with
settings and right click by mistake. Just make sure you place that
tile/npc back as soon as you can.

Eraser - This is what you use to clear tiles and objects from the level. The
follow controls are in effect while the Eraser is selected.
Left Click - Erases the topmost tile or object. Tiles are layered in the following
way from topmost to bottom most, so when deleting a tile make sure
another tile isn't above it in the list.
Top - NPC or Tiles
Middle - Music
Lower Middle - Background
Very Bottom - Water

For example, if in one Square, you have Music, An NPC and a Water and
wanted to delete the water, you would either have to move or delete the
Music and the NPC to then be able to delete the water. So take this into
consideration before trying erase something.
Right Click - Deselects the Eraser and puts you into the Selection Brush.

Other Brushes - The following are the remaining brushes.


Blocks and Tiles - Allows placement of the solid tiles for the player to
walk on, hit from below and be blocked by.
Backgrounds - Places images that are used to make the level have
more ambience and appeal and 90% of the time are not intractable.
Yet, some background tiles have actual effects built into them, Such
as the SMW Keyhole. Backgrounds also include plants, the water
image (not the effect), doors, clouds, and other overlays that either
display behind or in front of the player.
NPCs - These are Enemies, Items and even Allies that you can speak
to. Also includes Exits for levels and certain moving platforms.
Warps and Doors - This brush allows you to set Pipes, and doors to
move the player from one location to another. Without this,
the pipes and doors would not do anything.
Water - Allows you to designate areas where a water effect should be
in effect allowing the player to swim and water enemies float
correctly.

4.B Blocks and Tiles - Every level needs a ground so the player can walk without dying. And
you can always add a ? blocks to give a player an item. This is what you would
use to do just these things. Blocks and Tiles have many more features than
World Edit Tiles do, and allow you to set events when certain things occur with that
block or tile. Below are the advanced features of the Tiles and Blocks brush.
Game Selection - This lets you choose the game the enemies and items will
be listed for. Currently SMB1, SMB2, SMB3 and SMW are available, as
well as some random enemies and items from other Nintendo games.
Block Contents - Using the slider or quick buttons, you may set what emerges
from a block or tile when it is hit from below. Scrolling to the left allows
you to set a number of coins in the block from 1-99. Scrolling right will
list all other NPCs available to you.
Invisible - This will cause the tile or block to not appear or be intractable
with until a HIT action is found, either hitting the block from below, or
hitting it from the side with a shell.
Slippery - Sets a tile to be slippery as if it is made/covered in ice.
Events - This button will open a small window that contains three options that
will call the event selected when those actions are taken against the tile
or block. These are as follows.
Death - If the tile is a breakable block, and it is destroyed, the event
selected will be called.
Hit - If this block is hit from below the selected event will be called.
No More Objects in Layer - If the block or tile is set to a layer besides
default and no other block or npc remains in that layer, this event will
call.
Tile Set - Depending on what game you chose, you will see a different
selection of game tiles you can place separated in category buttons.
Here are brief descriptions of what certain special tile categories are
used for.
Hurts - Any of these tiles will hurt or sometimes even kill the player
when they are touched.
SMW Switch - Placing the ? block version in a level, and then hitting it
will cause the dotted line version to appear as ! point versions of that
same color.
Sizable - These blocks use the Block Size arrow buttons. The right and
down arrows will grow the block, and the left and up will shrink the
block.
Special - This contains all of the item and interactive blocks.
Misc - This contains some special use blocks and other unclassified
blocks. The SMB3 block that is all grey is used for making a completely
invisible block that you can walk on.
Player Blocks - For levels that allow more than just Mario and Luigi, these
blocks are placed to allow the player to hit the block and become the
designated character. The blocks with the ! are only passable by the
character who is designated by that color.
Red = Mario
Green = Luigi
Pink = Peach
Blue = Toad
Yellow = Link
FILL - On the far right you will see a fill button. When this is activated, you can
paste a tile to fill any open area quickly.
4.C Backgrounds - These are general tiles used to appear behind the player or in
front of the player for ambience and flare. However some Background objects
have a use. Some important Backgrounds with actual functions are listed below.
SMW Keyhole Exit
SMW Check Point and Goal Exit
Doors
SMW Platform
SMW Fences

4.D NPCs - These are your enemies, allies and items. Each has its own way of
interacting with the world and with the player. NPCs have many special settings
you may set for them. Each is explained below.
Direction - Choose which way the NPC or Item will originally be
facing and/or moving or exiting a pipe (piranha plants). For certain
NPC's the Direction Selector will be replaced with a "Active On/Off"
Option to set if the initial state of that NPC is on or off.
Game Selection - This will show you the enemies and Items from a
specific Mario (or misc) game when you choose that games button.
Message - Set a message that will appear if the NPC is set to "Friend"
and the player presses the up key while standing in front of it. Clicking
TEST will show the message in the editor window so you can see what it
will look like during the game.
Advanced - This opens a small window with specific settings for two
types of enemies. Koopa Para-Troopers, which can have their flight
type changed, and the cheep-cheep setting which can change their
swim type. The last option listed is "Legacy Boss" This is to be set on the
games final boss for use in an event to call the end of the game.
Warp To Section - Used with the Red Potion/Red Door NPC to set its
destination when used. This is to be used in conjunction with the CLONE
section command, so the warped to section is exactly the same as the
warp from section, so the player does not get stuck as the player will
warp to the new section at the SAME EXACT X,Y coords as where they
entered in the first section.
Firebar Position - Used when placing firebars. Position 0 is the center
of the firebar, and 1 is the spot below it, and 2 is below that. Always
create firebars from the middle down, for if you place any above the
middle it will spin awkwardly.
Generator - This is used to create spawn points for NPCs. These spawn points
will generate a new npc every so often depending on the settings you
choose. There are two types of generators. Warp and Projectile. The
warp generator, will give the impression of the npc exiting a warp pipe.
Once the NPC has exited the warp it will move in a random direction
based on the type of npc being spawned and the direction it was
spawned. Projectile Generators will spawn the NPC at a high speed and
it won’t stop moving until it hits a solid object. A Bullet Bill launcher
sound will play on each projectile launch.
Direction - Set which direction the NPC will spawn towards. If you choose left,
the NPC will appear as if emerging from the right and move left as it
exists.
Delay - How long between spawns until the generator spawns
another NPC of the same type. Can be 0.1 seconds to 60 seconds.
Events - This button will show a small window containing four
options to call an event when a specific action is done to the NPC.
Death - When this enemy dies, call the event. All collectable
items are considered dead when they are collected by the
player.
Talk - When the player presses up on this "Friend" the event
will be called.
Activate - If the NPC can be activated, and is, the event will be
called. P Switches are an example.
No more Objects in Layer - When every single object in a layer
including the object this event is listed on is destroyed, this event
will be called.
Attach To Layer - This will make a layer follow an NPCs movement. It
is suggested that you only attach one NPC to a Layer in this way,
attaching more will automatically detect the first you attached in such a
way and that NPC will be the only one to effect the layer.
Egg - This will place the Item or npc inside an egg, once the egg is
tossed by the player, the object inside will emerge.
Don't Move - This makes the NPC not move from the location it was
placed. Enemies will still jump up and down and face the player to
shoot/throw weapons.
Buried - The placed item will be hidden in the ground with a Leafy
sprout above it for the player to press Run/Grab and press up on it to
pull it out of the ground.
Friendly - This will make the NPC not harm-able, and not harm Mario
or Luigi on touch. If a message is set on the Friendly NPC an ! will
appear over its head indicating it may be spoken with by the player by
them pressing up while standing in front of them. Setting an item to
Friend and not setting a message will simply make the item not
collectable. This is a good way to make trick items.
Bubble - This will make the selected NPC (that must be a small npc) or Item,
start by floating in a bubble that will pop when the player colides with
it, or if the bubble colides with a solid block. If the bubble is popped
the contained item will fall to the ground.
Lakitu - This will create a SMW type Cloud Riding Lakitu that will toss the
selected NPC/Item down at the players continuously.
4.E Level Settings - This window allows you to do many interesting things with your level. It
is where you choose the music, background, and even size of the level you are currently working
on. Below are the different options and features offered in the level settings window.
Game Selection - These buttons will change what Music and
Backgrounds are available for choosing.
Level Boundary - A very important feature to learn how to use. These
four buttons will allow you to grab and drag the boundary in question
to increase or decrease the explore-able size of the level. If you shrink a
boundary over already created tiles, those tiles will remain undeleted,
even if you save and close the level and open it again. Suffice to say, the
boundary is only a setting that controls the ability fo the player to
explore that area, it does not actually limit the size of the level itself.
Use - To use this feature, click Right, scroll the displayed level with your arrow
keys to right until you see a grey border. With "Right" still selected, click
and drag the grey boarder to the right increasing the size of your level.
This can be done with all four directions. Holding Shift while dragging
and hitting an arrow key will let you drag the boundary much faster.

Start Locations - These Mario and Luigi placement holders are what you place
to set a levels "Normal Entrance" which is called in World Edit Mode by
Level tiles. The players will begin at the locations set for them. Only one
start location per player, per level may be set. Trying to place another
will simply move the placement to that new location and remove the
old one.
Section - Each level may have up to 21 different sections. These sections are all
considered the same level and will not "end a level" if you warp
between them like it would if you warped from one level to another. To
work on each setting simply click the numbered button for each. It will
change the Level shown in the Edit screen to the new section. Its just as
easy to swap back to the other section. Each section may have its own
music, background and even settings.
Level Wrap - Setting this will allow the player, NPCs and even projectiles to
move off one side of the screen and appear on the other side as if the
sides were connected. This wrap does not effect layers, which will not
wrap. Also, an NPC will wrap when its center tile (on multi tile npcs like
the tank treads) hits the wrap location. If another tile is riding on the
tank treads when it wraps and is not placed directly on the center tile of
that tread when it does, it will not travel correctly with it. This can take
some trial and error.
Off-screen Exit - This will cause the level to end if the player walks off
the right or left ends of the screen. This will call the World Edit Mode
Level exit path event "Off-screen Exit" to be called and that path will
appear.
No Turn Back - This will create a SMB1 map effect, where once the
screen moves to the right due to the player moving, it will no longer
move left even if the player moves left.
Underwater - This makes the player and npcs able to swim throughout
the entire section without having to place multiple water tiles.
Backgrounds - Set the background image for this section.
Music - Set the desired music for this section.

Advanced - Contains the options for cloning a section so if you want to have a
level that have RED POTION warps, you can. Simply select the Section
you want to clone in the Source Box, and select what section you want
to create with Target Box. You now may allow the player to warp to this
hidden parallel world that mimics the first. This is necessary as the RED
POTION WARPS will teleport the player to the same X,Y coordinates as
the entering door, just on the new section.

4.F Warps and Doors - This is how you create transitions the player may use to travel from
one spot in a section to another area in the same section, or from one section to another inside
a level. There are three kinds of Warps you can use. Pipe, Door, and Instant.
Warps - The most important thing to know about placing a warp is that when you place
it, you are either placing an entrance or an exit denoted with a small number on either the top
left of the warp tile or the bottom right. A number on the top left is an entrance, and a number
on the bottom right is an exit. As you place warps this number will increase automatically. Each
warp will have an exit and an entrance so it is impossible to skip a number.
Warp Placement - Use these buttons to select which part of the warp you will
be placing. The Exit and Entrance option will remain the same for each
warp number set.
Entrance Direction - What direction must the player be moving for the
warp to become active. (This is not an option for doors.) For pipes, it
will detect what direction the player is pushing up against the desired
pipe or wall where the warp will be located. Doors will always be
entered by the player pressing up while standing in front of the door.
Exit Direction - What direction will the player exit the "Target" warp
in. Even if the exit is on another section, this option must be set on
the Entrance Tile when it is placed.
Warp Effect - Choose between, Pipe, Door and Instant Effects.
Level Exit - If you want a warp entrance to end the level as "completed",
Select the "level Exit Check Box and put the X, Y coordinates you wish
the player to emerge from. If no X, Y is set the player will emerge at the
same location it entered the level from the map.
Warp To Level - If you have no world map, or want the player to be able to exit
a different world map level than they entered, set the desired level
here. Warping to another level is different than warping to another
section in a few ways. A player entering another level, will pull the
other player with them no matter where in the level they were located.
Also, leaving a level in this manner leaves the other level "incomplete"
and the level paths will not update on the map. Check the "Level
Entrance" check box to only place an exit for a warp which will be used
by a Level Tile in World Edit mode to be entered from the world map,
or another level. This exit will not have a matching entrance on this
level.
No Yoshi - Yoshi will not be able to be ridden and still enter this warp.
Allow NPC - This will allow Mario to be carrying an object with him through
the warp. (Shell, P Switch)
Locked - This will place a lock on Door Warps, and will require the player be
carrying a SMW Key and press up on the door to unlock it and pass
through.
Stars Needed - This will require the players to have gathered a certain
number of stars to enter the warp.

4.G Water - Placing water background tiles in your level is all well and good. But these would
do no good if the water 'effect' was not present and the player and enemies could not swim in
said water tiles. So using the WATER brush you may place the water effect wherever you would
like.
Use - To successfully place water, simply use the arrows to expand the size of the water
bounds box which is green. When you have the desired size click to place the water will effect
over the water tiles. The player will now be able to swim in the water. Be careful when placing
the water effect, as the player will be able to "swim" in the air if the water effect is placed on a
location the player can walk without any water graphics being placed first.

Quicksand - Makes the placed water area utilize a quicksand effect that pulls the player
downwards. The player must jump continuously to fight the pull.

5. Customizing NPCs
5.a Step By Step
While the feature is implemented in SMBX. It is not part of the actual programs user
interface. All custom NPCs are set just like custom graphics and are done manually by the user
creating a file in the game folders. In the folder for the level you wish to use a custom NPC in you
will create a file with notepad (a program that comes with your computer) that is named the
same exact as the graphic file of the NPC you wish to alter. For example. If you wish to make a
goomba not able to be stomped, you would do the following.
Create a new .txt file in the desired levels folder.
Name the .txt file npc-1
Open that file and then place the following text in it.
playerblock=1
jumphurt=0
and then save the file.
Now in the level in question, the goomba will no longer be able to be stomped.

5.b List of NPC Flags


The following flags can be placed in the .txt file to effect the npc.
If you want to set a flag to yes, put =1 and for no =0
NPC Player/World Interactions Flags
grabtop= Can Mario pick it up and carry it?
grabside= Can Mario grab this from the side and carry it?
jumphurt= Will Mario get bounce if he jumps on the top of this NPC?
playerblock= Will the player treat this NPC like a block?
playerblocktop= Can the player stand on this NPC?
npcblock= Will other NPCs treat this NPC as a block?
npcblocktop= Will other NPCs walk on this NPC's head?
noblockcollision= Passes through blocks.
cliffturn= Will it turn around when it comes to an edge, rather than
falling off?
nohurt= Will not hurt the player if set to 1.
noyoshi= If yoshi can't eat it, set this to 1.
nofireball= Setting to 1 prevents fire from harming this NPC.
noiceball= Setting to 1 prevents ice from freezing this NPC.
nogravity= Is uneffected by gravity if set to 1.
speed= How fast it moves. (Percentage) 0=0% 1=100% 2=200%
score= How many points the NPC should give you upon its
death/collection. Score can be set to any number from 0-13.
Each gives a different amount of points listed below.
0 give 0 points
1 gives 10 points
2 gives 100 points
3 gives 200 points
4 gives 400 points
5 gives 800 points
6 gives 1000 points
7 gives 2000 points
8 gives 4000 points
9 gives 8000 points
10 gives a 1up
11 gives a 2up
12 gives a 3up
13 gives a 5up (anything higher than 13 will produce a 5up as well.)

NPC Appearance Flags


foreground= This will be drawn in front of other sprites if set to 1.
frames= How many frames the sprites animation uses for a single
direction.
framespeed= How fast the frames of the sprites animation change. 8 is
Normal.
framestyle= 0=No Directional Sprites, 1=Left and Right movement,
2=Left and Right movement and inverted (upsidedown) if
Held.
gfxoffsetx= Moves the graphic in a specific direction (X) -1 is up, 1 is
down.
gfxoffsety= Moves the graphic in a specific direction (Y) -1 is left, 1 is
right.
width= The NPCs hitbox width (in pixels)
height= The NPCs hitbox height (in pixels)
gfxheight= Only set if sprite height is different than Hit box height.
gfxwidth= Only set if sprite width is different than Hit box width.

6. Tutorials
6.a Using Custom Graphics - Tutorial
While smbx comes with many of the tiles from our favorite Mario games, some tiles are
still in the process of being added in future updates, or may not be added at all. But with the
programs ability to use custom graphic files PER LEVEL, you can simulate many of the blocks you
will need to make your Mario episode unique and colorful on your own.

The process is quite simple, but for those of you who don't know how, here is an in
depth look at using custom graphics.

For this first example, We want to add the star block from Super Mario World. First we
need to find the graphic we would like to use or create it ourselves.

Now that we have our graphic, we should look through smbx's available blocks for a
good block to replace with this new graphic. We need to find a block that we WON’T be using in
the level itself, since that block will no longer be shown when editing the level. When choosing a
block to replace, keep in mind these following factors.

*Is the Block an Animated Sprite? (and is the Block we are replacing animated)
*The size and shape of the block. (Does it match the size and shape of the block we are
replacing? Will we have to change the mask as well?)
*Is it a Sizable block? (If we replace a Sizable block, will it tile correctly?)
*What effect the block will have. (The new graphic will only overwrite what the block
looks like, not what it does. For example, When hitting it for an item, do we want a
SMB3 USED Block to appear or a SMW USED Block to appear. See Below

SMB3 -> or SMW ->

So if I wanted to have the SMW USED block appear, I would have to replace the

with the

As you can see, the new graphic and the replaced blocks themselves are the same size,
and have the same effect of being able to hit the block from below. So this means we will have
the desired effect, and we won’t have to add a custom mask as well.
BUT you may have noticed that we are trying to replace a graphic that in our graphics
folder looks like this.

With one that looks like this.

As you can see, this will not do. If we try to replace it this way, the block will not display
correctly in the game itself. So we have to alter the new graphic to match, or find another block
to replace that isn’t animated.

If you want to still replace the animated block simply create the following graphic.

Making the new graphic like this will solve the issue. You could also animate the
star block in whatever way you want as well.

So now that we have our new graphic, and have chosen which graphic to replace in our
level, what do we do with it?
The next step is to create a Graphics folder in our 'worlds' folder. So open that folder.
Now that we are in the worlds folder, open your episode folder. My Episode is called Mario Stars,
so I would open that.

Now that I’m in that folder, I should see all of my levels and world file. Like Below.
I would like to add the new graphic to my level "leafy_hillside"
Right click anywhere in the folder, and select NEW FOLDER and then name it the SAME
EXACT name as the level I will be adding the graphic to. Like this;

Now we will place our graphic in this new folder and RENAME it to she same name that
the original block we are replacing is named in the smbx graphics folder.
So for example we would rename our block to "block-169" (This is the SMW grey ?
Block). And now when we load our level in the map editor, and then select the block we replaced
in the tile selector, when we try and place it, it should place the new graphic!

When placing ANY custom sprite in our levels new graphic folder we would put them all
in the same folder, there is no need to separate them (background, tile, etc) as long as they are
named correctly matching the block they will be replacing.

6.b Moving Layers - Tutorial


So you feel your level is too bland, and you want to add some motion to it, perhaps add
an airship that floats up and then down again? This tutorial is for you, even if you don’t want an
airship, if you follow the steps, you will see how it is done!

Firstly, create your level up to the location of where you would like the airship to appear.
Now, select LAYERS from the top of the screen.

Create a new layer, and name it AIRSHIP (or whatever you want it to be).
Once you have completed that, select the AIRSHIP layer, and place all the tiles for the airship and
all of the other objects that should be moving along with the airship itself, (This includes all NPCS
who will be riding the airship, Doors, and even WARP events. If you don’t add them to the same
layer, the npcs will fall through the airship and the doors and warps will not line up correctly.) To
do this, simply make sure you are selected on the proper layer the entire time you are placing all
of these objects and tiles. You will know you are doing this correctly when you see the word
AIRSHIP clinging to your mouse while placing the tiles.

Now that you have your airship, It’s time to make it move.

Open your events window.


Create TWO new events, one called "Airship Up", and one called "Airship Down"
In the "Airship Down" event, set the Layer Movement dropdown on the far right of the
window to AIRSHIP. And set the vertical speed to 1. This will make the layer move down at a
basic speed.
Under Trigger event dropdown, select "Airship Up" and set the delay to be 2 seconds.

Now In the "Airship Up" event, set the Layer Movement dropdown on the far right of the
window to AIRSHIP as well. And set the vertical speed to -1. This will make the layer move up at
a basic speed. (Make sure it is the same speed number as the down event, just make it negative,
or you will have to do a lot of testing to see what delay to use so your airship doesn’t fly higher
and higher each time it cycles.) Under Trigger event dropdown, select "Airship Down" and set
the delay to be 2 seconds.

Now select the "Level - Start" event and under Trigger event select "Airship Down" with
an INSTANT delay. This will cause the airship to start moving. This is very important or nothing
will happen.

Now your aiship should float upwards for 2 seconds, then reverse direction and return to
where it was, then repeat.

Play around with the vertical speeds and Trigger event delays to have faster moving or
further moving platforms. But this should give you an idea how to create platforms that move.

6.c Creating a Warp Pipe - Tutorial


For this example, look at the below situation. We want to make Mario be able to enter
the side pipe and emerge from the top one.

First Select Warp and Doors, then Click these options,


Entrance Direction = Right
Exit Direction = Up
Warp Placement = Entrance
Warp Effect = Pipe
Leave "Stars Needed", "Level Exit", "Warp to Level" alone for now.

Now click and place the entrance to the left of the pipe itself. you always
want to place a warp in this manner. Not on the pipe itself but where the
player will be standing when he initiates the warp.

Follow this example of placement.


This map already has 22 other warps being used so warp ENTRANCE 23 has
been placed. Now to place the exit:

Click Warp and Doors again unless the window is already open, which it still
should be.
Leave all the options the same as before except change Warp Placement from
"Entrance" to "Exit".

Now place the Exit at the top of the pipe like so.

Now that the entrance and exit has been placed, you may test the level, and
Mario should be able to enter the pipe and be warped up to the top.

but now, how would you make the pipe returnable?

Click Warps and Doors again, then make a new warp with the following
settings.

Entrance Direction = Down


Exit Direction = Left
Warp Placement = Entrance
Warp Effect = Pipe
Leave "Stars Needed", "Level Exit", "Warp to Level" alone for now.
Place that Entrance right on top of Exit 23. It will add an entrance number to it.
Now change the "Warp Placement" to "Exit" and place the Exit on the same
location as Entrance 23. You finished product should look like this.
Now mario may travel both ways in this pipe.

All rights to Nintendo Characters and themes are held by Nintendo, please show you support of
Nintendo by purchasing Nintendo Games and Game systems.
Help File Written and updated for each version
by member "Blue" (Jeremy Guerrette)

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