Tiles and Objects (Puzzle)

Puzzle Tileset Editor can be used to set various attributes on tiles. These include setting the Properties and the Core Type (collision data). Most of these properties can be changed from within Puzzle, but unfortunately not all of them. It's for example not possible to give a tile the behaviour of a ?-block. Such edits have to be done by HEX-editing files from your tileset directly.

= Changing Attributes (Behaviours, Properties and Collision) for Tiles and Objects = Please see the Puzzle Tileset Editor documentation, to learn how to set available attributes on tiles.

Attributes for objects on the other hand cannot be modified at all from within Puzzle. To set attributes on objects, a file from the tileset needs to be modified with a HEX-Editor.

Step 1: Extracting the required Files from a Tileset
Start BrawlBox, then open the tileset you want to modify. Now, extract two files from the tileset.

From the folder BG_chk: And from the folder BG_unk: Save them in a folder so that you can find and modify them. Keep BrawlBox open because we need to replace the modified files later.

Step 2: Understanding the Purpose and Structure of the extracted Files
The file in BG_chk (d_bgchk_TILESETNAME.bin) is used to store the attributes for tiles. The file in BG_unk (TILESETNAME.bin) is used to store the attributes for objects.

Structure of d_bgchk_TILESETNAME.bin (Tiles)
This file contains all the attributes that can be set on tiles, such as behaviours and collision data. Each tile utilizes 8 bytes of data, starting from the very beginning of the file. Each byte can set one attribute from a list of available behaviours or Core Types. The data for each tile is identical to what is shown in Puzzle under "HEX-Data". Thanks to the Newer Team and Tempus, the values for those 8 bytes are partially known. The full lists can be seen here on the same page.

Structure of TILESETNAME.bin (Objects)
This file contains all the attributes that can be set on objects, such as tile/slope properties, tilenumber, and tile attributes. The full lists can be found here on this page. Each object utilizes 3 bytes of data for objects with normal tiles, and more bytes for objects with sloped tiles. The first object starts from the very beginning of the file. The linefeed for objects and sub-blocks of slopes is  in the HEX-Code, while the end of each object is denoted with   in HEX.

Each byte can set one attribute from a list of available behaviours or slope properties.

All used values of BG_chk
Jump to BG_unk (Objects) Byte 0: (missing 0x1, 0x4, 0x8, 0x10, 0x20, 0x40, 0x80) Byte 1: (missing 0x4, 0x20, 0x40, 0x80) Byte 2: (missing 0x1, 0x2, 0x40) Byte 3: (missing 0x80) Byte 4: Byte 5: Byte 6: Byte 7:    (No Flag - mostly Rails) Byte 7:    (Climable Grid Flag) Byte 7:    (Coin Flag) Byte 7:    (Explodable Block Flag) Byte 7:    (Pipe Flag) Byte 7:    (Question Block Flag) Byte 7:    (Partial Solids) Byte 7:    (Slope Flag) Byte 7:    (Spike Flag) Byte 7:    (Conveyor Belt Flag)
 * 0x0
 * 0x2         Used for Ice Walls. Meltable?
 * 0x0
 * 0x1         Pipe Flag
 * 0x2         Falling Block Flag (Donut Blocks)
 * 0x8         Steep Ledges (shimmying/hanging)
 * 0x10        Fake Block? (Pa1_obake)
 * 0x0
 * 0x4         Climbing Grid Flag
 * 0x8         Partial Solid Flag
 * 0x10        Spike Flag
 * 0x20        Pass-Down (Solid-on-Bottom)
 * 0x80        Pass-Through (Solid-on-Top)
 * 0x0
 * 0x1         Full-Solid
 * 0x2         Coin
 * 0x4         Used for invisible Question Blocks
 * 0x5         Question Block
 * 0x8         Explodable Block (Byte 7 = 0x2)
 * 0x8         Used Block (Byte 7 = 0x0)
 * 0x10        Breakable
 * 0x20        Slope
 * 0x40        Flipped Slope
 * 0x0
 * 0x0
 * 0x1        Icy Ground Flag A (Penguin Sliding? Slipping?)
 * 0x2        Icy Ground Flag B (Penguin Sliding? Slipping?)
 * 0x3        Quicksand Flag (Gets Replaced w/ Quicksand)
 * 0x4        Conveyor Belt (Left/Right?, Fast/Slow?)
 * 0x5        Conveyor Belt (Left/Right?, Fast/Slow?)
 * 0x6        Horizontal Climbing Rope/Pole
 * 0x7        Half Spike Terrain Flag (Test more)
 * 0x8        Ledge Terrain Flag
 * 0x9        Vertical Climbing Pole
 * 0xa        Staircase Terrain Flag (No sliding?)
 * 0xb        Carpet Terrain Flag
 * 0xc        Dusty Terrain Flag
 * 0xd        Grass Terrain Flag
 * 0xf        Beach Sand Terrain Flag
 * 0x0
 * 0x2        Green Large Pipe
 * 0x6        Red Large Pipe
 * 0xa        Yellow Large Pipe
 * 0x0
 * 0x1        1/1 Diagonal Rail Upslope
 * 0x2        1/1 Diagonal Rail Downslope
 * 0x3        90° Corner Fill
 * 0x4        90° Rail Corner
 * 0x5        Straight Horizontal Rail
 * 0x6        Straight Vertical Rail
 * 0x7        ???
 * 0x8        2/2 Gentle Rail Upslope
 * 0x9        1/2 Gentle Rail Upslope
 * 0xa        2/2 Gentle Rail Downslope
 * 0xb        1/2 Gentle Rail Downslope
 * 0xc        2/2 Steep Rail Upslope
 * 0xd        1/2 Steep Rail Upslope
 * 0xe        2/2 Steep Rail Downslope
 * 0xf        1/2 Steep Rail Downslope
 * 0x10        1 Panel Circle
 * 0x11        2x2 Circle UR
 * 0x12        2x2 Circel UL
 * 0x13        2x2 Circle LR
 * 0x14        2x2 Circle LL
 * 0x15        4x4 Circle 1 (UL)
 * 0x16        4x4 Circle 2
 * 0x17        4x4 Circle 3
 * 0x18        4x4 Circle 4 (UR)
 * 0x19        4x4 Circle 5 (L)
 * 0x1a        4x4 Circle 6 (R)
 * 0x1b        4x4 Circle 7 (L)
 * 0x1c        4x4 Circle 8 (R)
 * 0x1d        4x4 Circle 9 (LL)
 * 0x1e        4x4 Circle 10
 * 0x1f        4x4 Circle 11
 * 0x20        4x4 Circle 12 (LR)
 * 0x22        Rail Stops
 * 0x23        Beanstalk Stopper
 * 0x28        Coin Outline
 * 0x35        Coin Battle Coin
 * 0x36        Red Block Outline
 * 0x37        Red Block Outline
 * 0x38        Cave Entrance Right
 * 0x39        Cave Entrance Left
 * 0x3b        Unused in Game (nohara)
 * 0x1        Generic Climbing
 * 0x2        Upper Left Corner
 * 0x3        Upper Side
 * 0x4        Upper Right Corner
 * 0x5        Left Side
 * 0x6        Center
 * 0x7        Right Side
 * 0x8        Lower Left Corner
 * 0x9        Lower Side
 * 0xa        Lower Right Corner
 * 0x0        Generic Coin
 * 0x1
 * 0x2
 * 0x3
 * 0x4        Blue Coin / Pow Block Coin
 * 0x5
 * 0x6
 * 0x7
 * 0x8
 * 0x9
 * 0xa
 * 0xb
 * 0xc
 * 0xd
 * 0xe
 * 0xf
 * 0x0
 * 0x1        Stone Block (shards?)
 * 0x2        Wooden Block (shards?)
 * 0x3        Red Block (shards?)
 * 0x4
 * 0x5
 * 0x6
 * 0x0        Vert. Top Entrance Left
 * 0x1        Vert. Top Entrance Right
 * 0x2        Vert. Bottom Entrance Left
 * 0x3        Vert. Bottom Entrance Right
 * 0x4        Vert. Center Left
 * 0x5        Vert. Center Right
 * 0x6        Vert. On Top Junction Left
 * 0x7        Vert. On Top Junction Right
 * 0x8        Horiz. Left Entrance Top
 * 0x9        Horiz. Left Entrance Bottom
 * 0xa        Horiz. Right Entrance Top
 * 0xb        Horiz. Right Entrance Bottom
 * 0xc        Horiz. Center Left
 * 0xd        Horiz. Center Right
 * 0xe        Horiz. On Top Junction Top
 * 0xf        Horiz. On Top Junction Bottom
 * 0x10        Vert. Mini Pipe Top
 * 0x11
 * 0x12        Vert. Mini Pipe Bottom
 * 0x13
 * 0x14
 * 0x15
 * 0x16        Vert. On Top Mini-Junction
 * 0x17
 * 0x18        Horiz. Mini Pipe Left
 * 0x19
 * 0x1a        Horiz. Mini Pipe Right
 * 0x1b
 * 0x1c        Vert. Mini Pipe Center
 * 0x1d        Horiz. Mini Pipe Center
 * 0x1e        Horiz. On Top Mini-Junction
 * 0x1f        Block Covered Corner
 * 0x0        Fire Flower
 * 0x1        Star
 * 0x2        Coin
 * 0x3        Vine
 * 0x4        1-up
 * 0x5        Mini Mushroom
 * 0x6        Propeller Mushroom
 * 0x7        Penguin Suit
 * 0x8        Ice Flower
 * 0x9
 * 0xa
 * 0xb
 * 0xc
 * 0xd
 * 0xe
 * 0xf
 * 0x0        Empty Block
 * 0x1        Upper Left
 * 0x2        Upper Right
 * 0x3        Top Half
 * 0x4        Lower Left
 * 0x5        Left Half
 * 0x6        Diagonal Upwards
 * 0x7        Upper Left 3/4
 * 0x8        Lower Right
 * 0x9        Diagonal Downwards
 * 0xa        Right Half
 * 0xb        Upper Right 3/4
 * 0xc        Lower Half
 * 0xd        Lower Left 3/4
 * 0xe        Lower Right 3/4
 * 0xf        Full Block
 * 0x0        1/1 Upslope (Null without Byte 3 = 0x20)
 * 0x1        1/1 Downslope
 * 0x2        1/2 Upslope
 * 0x3        2/2 Upslope
 * 0x4        1/2 Downslope
 * 0x5        2/2 Downslope
 * 0x6
 * 0x7
 * 0x8
 * 0x9
 * 0xa        Slope Edge (Solid Slope)
 * 0xb        1/4 Upslope
 * 0xc        2/4 Upslope
 * 0xd        3/4 Upslope
 * 0xe        4/4 Upslope
 * 0xf        1/4 Downslope
 * 0x10        2/4 Downslope
 * 0x11        3/4 Downslope
 * 0x12        4/4 Downslope
 * 0x13
 * 0x14
 * 0x15
 * 0x16
 * 0x17
 * 0x18
 * 0x19
 * 0x1a
 * 0x1b
 * 0x1c
 * 0x1d
 * 0x1e
 * 0x1f
 * 0x0        2/1 Spikes Left
 * 0x1        2/1 Spikes Right
 * 0x2        2/1 Spikes Up
 * 0x3        2/1 Spikes Down
 * 0x4        1/2 Spike Downwards   \/
 * 0x5        2/2 Spike Downwards  \  /
 * 0x6        1/1 Spike Downwards
 * 0x7
 * 0x8
 * 0x9
 * 0xa
 * 0xb
 * 0xc
 * 0xd
 * 0xe
 * 0xf
 * 0x0        ???
 * 0x1        ???
 * 0x2        ???
 * 0x3        ???

All used values of BG_unk
Jump to BG_chk (Tiles) Upperslope: Possible bits - 0x80 (slope flag), 0x10, 0x02, 0x01 Lowerslope: Possible bits - 0x80 (slope flag), 0x04 First Byte: Second Byte: Denotes the tilenumber used for the object. Last Byte:
 * 0x0
 * 0x90
 * 0x92
 * 0x93
 * 0x91
 * 0x0
 * 0x84
 * 0x0 -  does not tile, which means it tiles fine
 * 0x1 -  only useful for setting X stretch.
 * 0x2 -  only useful for setting Y stretch.
 * 0x3 -  only useful for setting X/Y stretch.
 * 0x4 -  set for the subblock of a slope
 * 0x0         Inherit tile behaviour
 * 0x4         Fire Flower
 * 0x8         Star
 * 0xc         Coin
 * 0x10        Vine
 * 0x14        Spring
 * 0x18        Mini Mushroom
 * 0x1c        Propeller Mushroom
 * 0x20        Penguin Suit
 * 0x24        Yoshi
 * 0x28        Ice Flower
 * 0x2c        empty/unknown
 * 0x30        empty/unknown
 * 0x34        empty/unknown
 * 0x38        empty/unknown
 * 0x3c        empty/unknown

Possible bits - 0x01, 0x02, 0x04, 0x08, 0x10, 0x20
 * 0x1        empty/unknown
 * 0x2        empty/unknown
 * 0x3        empty/unknown
 * 0x20        empty/unknown
 * 0x8        empty/unknown
 * 0x90        empty/unknown
 * 0xff        empty/unknown

Step 3: Setting custom Attributes on Objects
Please note: Those attributes can only be used on tiles with behaviour set to "Question Block" or "Invisible Question Block".

To do that, locate the HEX code for the tile you want to change (in d_bgchk_TILESETNAME.bin), then change byte 3 to 0x4 (Invisible Question Block) or 0x5 (Question Block). Other tile types don't seem to work, but not all combinations were tested.

Now back to the objects: The two bottom bits from byte 3 are the tileset slot. That's also the reason why the values for byte 3 are multiplied by 4 (0x0 = Inherit, 0x4 = Fire, 0x8 = Star, 0xC = Coin, 0x10 = Vine etc). This causes the result to "bitshift" to the left, so that the last 2 bits can be used for the tileset slot. Please note that the tileset slot should always be the same for the entire tileset. Pa0 = 0, Pa1 = 1 etc. For clarity, we've marked the bits for byte 3 in binary notation:, where XX = Unknown (tested and no visible change), VVVV = Value, and TT = tileset slot. After modifying the files, save them and put them back in your tileset with BrawBox, save the tileset and you're done. Pro Tip:


 * Create 12 identical objects from the tile you want to assign Power-Ups to.
 * Give that tile the property "Question Block" or "Invisible Question Block" by HEX-editing your d_bgchk_TILESETNAME.bin file.
 * Assign the 12 available Power-Ups to your newly created objects, by HEX-editing your TILESETNAME.bin file, as shown above.
 * Save the HEX-edited files, put them back (replace) in BrawlBox, and save the tileset.