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TheXTech Objects Description

迎春心情 edited this page Sep 28, 2024 · 7 revisions

Description of each object for TheXTech. For in-depth info, see the respective SMBX64 Documents.

Level Objects

Backgrounds

Note: This section will be an overhaul after parallax BGP support.

They're total of 58 backgrounds. Backgrounds #40,#49,#50,#51,#52 and #56 scrolls different speed at the certain Y position.

  • Animated Backgrounds: #18, #30, #42, #55
  • Slow Animated Backgrounds: #29, #58
  • Double Row Backgrounds: #1, #3, #22 (Attach with Background #2); #35, #37 (Attach with Background #36);
  • Dual-layer Backgrounds: #9 (Layer 1, slow speed), #10 (Layer 2, constant vertical scroll)
  • Vertical Loop: #5, #25

Animated Backgrounds are 4 frames in SMBX64 Standard.

Note: Max width is 2048 and max height is 6144 in low-end devices. Total pixels in the all of BG layers should be limited to 4M Pixels for performance reasons.

Background Objects

They're total of 200 background objects.

Animated BGO's

  • BGO #26 (Has Splash Effect, 1x2, 8 frames)
  • BGO #65 (Has Splash Effect, 1x3, 4 frames)
  • BGO #168 (Has Splash Effect, 2x1, 8 frames)
  • BGO #82 (Has Splash Effect, 4 frames, Slow)
  • BGO's #158, #187-190 (4 frames, fast)
  • BGO's #159 (Has Splash Effect, 8 frames, fast)
  • BGO #36 (2x3, 4 frames, very fast)
  • BGO #18-20 (Slowly animated, they're 4x1, 3x1 and 2x1 respectively)
  • BGO #36 (2x3, rapidly animated)
  • BGO #68 (3x2, rapidly animated, foreground)
  • BGO #66, #134-138, #170-172 (4 frames)
  • BGO #173 (2 frames)

One-frame BGO that has Splash Effect

  • BGO #166

Blocks

They're total of 700 blocks.
If block size isn't same as SMBX64 Standard, they're consider as "hacked blocks".

Non 1x1 Tiled Solid Blocks

2x2

  • Block #91
  • Block #125
  • Block #184
  • Block #206
  • Block #225
  • Block #378
  • Block #571
  • Block #599

1x2

  • Block #23-24
  • Block #147-158
  • Block #211-212
  • Block #376-377
  • Block #529
  • Block #569-570
  • Block #595-597

2x1

  • Block #21-22
  • Block #34-37
  • Block #103-104
  • Block #113-114
  • Block #137-146
  • Block #194-197
  • Block #336,338
  • Block #505
  • Block #540

4x1

  • Block #185
  • Block #303-304
  • Block #320
  • Block #322

4x4

  • Block #61
  • Block #92-93
  • Block #187
  • Block #262

Other Sizes

  • Block #182 (3x3)
  • Block #527 (2x3)
  • Block #534,535 (1.5x4, half tile align)
  • Block #536,537 (4x1.5, half tile align)

Lava / Burning

  • Block #30 (4 frames)
  • Block #371 (8 frames)
  • Block #404 (4 frames)
  • Block #405
  • Block #406
  • Block #420
  • Block #459-487 (4 frames, 472-487 are slopes)

Special Blocks

  • Block #4 (4 frames, breakable; Transforms to NPC #10 by Timed Switch)
  • Block #5 (4 frames)
  • Block #60 (Breakable, spawns Effect #21; Transforms to Block #192 after hit with item inside; Transforms to NPC #88 by Timed Switch)
  • Block #88 (4 frames; transforms to Block #89 after hit with item inside)
  • Block #89 (4 frames; Transforms to NPC #33 by Timed Switch)
  • Block #90 (spawns Effect #82 for a period after hit without items; Transforms to Block #89 after hit with item inside)
  • Block #186 (Destroyable by NPC-86)
  • Block #188 (Same as Block #60 but spawns Effect #51 instead)
  • Block #193 (4 frames; Transforms to Block #192 after hit)
  • Block #224 (2x2; transforms to Block #225 after hit with item inside)
  • Block #226 (2x2, breakable; transforms to Block #225 after hit with item inside)
  • Block #526 (Breakable, Spawns Effect #107)

Unless stated, According SMBX64 Standard, all blocks with item inside will transform to Block #2 after hit.

Bumpable Blocks

  • Block #159
  • Block #281
  • Block #615 (2x1)

Solid Top

  • Block #8
  • Block #69
  • Block #121
  • Block #122
  • Block #123
  • Block #168
  • Block #289
  • Block #290
  • Block #372-375
  • Block #379-382 (4 Frames, slow)
  • Block #389, #391 and #392 (4 Frames)
  • Block #446-448
  • Block #506, #572 (2x2)
  • Block #507, #508 (2x1)

Slopes

Slopes are solid in SMBX64 Standard.

L

  • Block #299
  • Block #302 (4x1)
  • Block #305
  • Block #306 (2x1)
  • Block #326
  • Block #332
  • Block #340 (2x1)
  • Block #341
  • Block #357 (2x1)
  • Block #358
  • Block #365 (2x1)
  • Block #452
  • Block #600
  • Block #604 (2x1)
  • Block #616 (2x1)
  • Block #635
  • Block #636 (2x1)

R

  • Block #300
  • Block #301 (4x1)
  • Block #307
  • Block #308 (2x1)
  • Block #327
  • Block #333
  • Block #342 (2x1)
  • Block #343
  • Block #359
  • Block #360 (2x1)
  • Block #366 (2x1)
  • Block #451
  • Block #601
  • Block #605 (2x1)
  • Block #617 (2x1)
  • Block #637
  • Block #638 (2x1)

IL

  • Block #77
  • Block #78 (2x1)
  • Block #309
  • Block #311
  • Block #312 (2x1)
  • Block #317
  • Block #329
  • Block #335
  • Block #361 (2x1)
  • Block #362
  • Block #368 (2x1)
  • Block #528

IR

  • Block #310
  • Block #313
  • Block #314 (2x1)
  • Block #318
  • Block #328
  • Block #334
  • Block #363
  • Block #364 (2x1)
  • Block #367 (2x1)
  • Block #523
  • Block #613 (2x1)
  • Block #614

Sizable Blocks

Format of Sizable Blocks:

Top-Left Top Top-Right
Left Middle Right
Bottom-Left Bottom Bottom-Right

The top part of sizable blocks are Solid Top.

List of Sizable Blocks

  • Block #25-28
  • Block #38
  • Block #79
  • Block #108
  • Block #130
  • Block #161
  • Block #240-245
  • Block #259-261
  • Block #287-288
  • Block #437-445
  • Block #568
  • Block #575
  • Block #579

Misc. Blocks

  • Block #530: 6 Frames. Frames order is: 1-2-3-4-3-2.

Effects

  • The size of default effects are SMBX64 based, instead of image. So it won't display correctly for custom-sized images, but most effects in custom asset does.

NPC's

  • NPC's 293-300 are currently unusable.
  • You can attach npc-n.txt ("n" means Number) into the "npc" folder.

Map Objects

Terrain Tiles

Most terrain tiles are in size 32x32 (1x1 Tile), however there're some exceptions:

  • Terrain #14 and #241: Animated
  • Terrain #27: Animated, 4x4 Tiles
  • Terrain #8, #12, and #325: 2x2 Tiles
  • Terrain #9 and #13: 3x3 Tiles

Sceneries

Most scenery objects are in size 32x32, however there're some exceptions:

Animated Sceneries

Frames are 4 unless stated.

  • Scenery #1
  • Scenery #4-6
  • Scenery #9, #10
  • Scenery #12
  • Scenery #27, #28 (Size 48x16, with 12 frames)
  • Scenery #29, #30 (Size 64x16, with 12 frames)
  • Scenery #33, #34 (Size 14x14, with 14 frames)
  • Scenery #51-53
  • Scenery #54, #55 (Size 30x24)
  • Scenery #62 (8 frames)
  • Scenery #63 (Size 16x16, 8 Frames)

16x16 Static Sceneries

  • Scenery #15-18
  • Scenery #21
  • Scenery #24
  • Scenery #35-39
  • Scenery #58, #59

Other sizes of Static Sceneries

  • Scenery #20, #57 (Size 64x64)
  • Scenery #44 (Size 62x32)
  • Scenery #50 (Size 64x48)
  • Scenery #60 (Size 48x48)
  • Scenery #61 (Size 64x76)

Path Tiles

All path tiles are in size 32x32. Can always passable regardless clearing when overlaiding with Level Tiles.

Level Tiles

Most level tiles are in size 32x32, however there're some exceptions:

Animated, 6 Frames

  • Level Tile #2
  • Level Tile #9
  • Level Tile #13-15
  • Level Tile #31, #32

Animated, 4 Frames

  • Level Tile #8
  • Level Tile #25-26

Animated, 2 Frames

  • Level Tile #12

Other sizes of Static Level Tiles

  • Level Tile #21, #24 (Size 32x48)
  • Level Tile #22 (Size 64x64)
  • Level Tile #23 (Size 96x96)
  • Level Tile #28 (Size 32x44)

Special Level Tiles

  • Level Tile #0: Path Background
  • Level Tile #29: Big Background

Mount

Horse

Horse Objects are paired with image "yoshib-n" (Horse Body) and "yoshit-n" (Horse Head).

Shoe

Shoes are paired with images as following:

  • NPC #35 and the UI image "Boot1"
  • NPC #191 and the UI image "Boot2" (Immune Lava)
  • NPC #193 and the UI image "Boot3" (Flying)

Large Ship

Large Ship object is paired with images "Mount" (in "ui" folder) and "NPC #56".

UI Images

Most images can be found here, but there're some extras:

Filename Description
Backdrop.png Level Background Overlay.
Backdrop_Border.png Screen Border of Level Background Overlay.
Backdrop_Border.ini Config file for the border.
balance.png Player Life Indicator. Left one is positive, while right one is negative.
camera.png Camera Icon used in small game window size.
CharSelFrame.png Background Frame of the character, used in Character Select Menu.
CharSelFrame.ini Config file for the background.
CharSelIcons.png 4 Icons for Character Select: From left to right: Cancel, Reconnect, Profile, Cursor
EditorIcons.png Icons for the in-game editor.
Loader.png "Loading" text.
medals.png Medal Graphics, from left to right: Uncollected, ?, Collected, Collected but not saved
MCursor3.png Cursor for 2-player.
pCursor.png Cursor for Player Select.
WorldMapFrame_Tile.png World Map Background Overlay.
WorldMapFrame_Border.png Screen Border of World Map Background Overlay.
WorldMapFrame_Border.ini Config file for the border.

Border config template

[border-info]
te = Top Edge Offset
ti = Top Inner Offset
le = Left Edge Offset
li = Left Inner Offset
be = Bottom Edge Offset
bi = Bottom Inner Offset
re = Right Edge Offset
ri = Right Inner Offset

Important Note: If you're using custom backdrop graphics for specific level/episode, you are also required to place border files in the same folder, both image and config files. Otherwise, border won't be shown!!

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