Dungeon Floor entries are 0x62 bytes long. The first section starts us off with the dungeon floors. The very first floor is unused. Let's begin with a single entry and what each byte represents. Pay attention only to the offsets only for this entry and not the entire file. 0x00 - 0x01 = Floor Index 0x02 - 0x03 = Unknown. 0x04 - 0x23 = Dungeon Event name in ASCII. Usually is @End. 0x24 - 0x25 = Unknown. 0x26 - 0x27 = Minimum Poke amount. 0x28 - 0x29 = Maximum Poke amount. 0x2A - 0x2B = The Map ID that the floor will be. See my Dungeon Map Data Info Notes for more info. 0x2C = The Dungeon Name ID. 0x2D = Custom Music? Has various values in DLC dungeons. 0x2E = Visibility. Use 63 for full visibility, 02 for darkness where you can see only 2 tiles away, 01 for 1 tile of visibility. 0x2F = Has something to do with visibility. This is 00 if there is no darkness. It's 63 if there is darkness. 0x30 = See 0x2F. 0x31 = Minimum Map Size. (Setting to FF seems to make the floor generate the maximum amount of rooms it can and take up all the map space) 0x32 = Maximum Map Size 0x33 = Unknown. 0x34 = Unknown. 0x35 = Unknown. 0x36 = Unknown. 0x37 = Unknown. 0x38 = Unknown. 0x39 = Unknown. 0x3A = Unknown. 0x3B = Unknown. 0x3C = Unknown. 0x3D = Unknown. 0x3E - 0x44 - Skipped over. 0x45 = The chance of a Kecleon Shop generating. 0x46 = The minimum number of items that can generate in a Kecleon Shop. 0x47 = The maximum number of items that can generate in a Kecleon Shop. 0x48 = The minimum number of traps for that floor. 0x49 = The maximum number of traps for that floor. 0x4A = Unknown. 0x4B = Unknown. 0x4C = The minimum number of enemies initially on the floor. 0x4D = The maximum number of enemies initially on the floor. 0x4E = Unknown. 0x4F = The amount of turns it takes for a pokemon to spawn. 0x50 = The Gold Bar Count? 0x51 = The chance of a Monster House generating. (Even if set to FF, Kecleon Shops still have a chance to generate in place of them) 0x52 = Unknown. 0x53 = Unknown. 0x54 = Unknown. 0x55 = Unknown. 0x56 = Unknown. 0x57 = The amount of XP moves receive. 0x58 = The Dungeon Status for that floor. 0x59 = Unknown. 0x5A = Unknown. 0x5B = The amount of emera dust on the floor. 0x5C = Unknown. 0x5D = Unknown. 0x5E = Unknown. 0x5F = How much water is generated on the floor. 0x60 = Unknown. 0x61 = Unknown. --------------------------------------------------------------------------------------------------- ! Pokemon ! If you're familiar with DreamNexus, right below this SIR0 header are the Wild Pokemon Stats. This is different than the Pokemon spawning table that you may be familiar with from Gates to Infinity. Pokemon editing in dungeons in Super Mystery Dungeon is more versatile and complex, as this Wild Pokemon Stats section is absent in Gates. See my Gates Dungeon Balance notes for more info and to see exactly what is there. The entries are relative to the pokemon's ID number, not Pokedex Number. No direct identification is used in this data, as seen below. As such, it is very hard to find out where exactly where to edit the Pokemon's stats and XP, but the first entry, from what I've seen, is 0x04 bytes after the entire SIR0 header (0x10 bytes). However, with the aid of a hex calculator, you can find out what bytes to adjust somewhat by multiplying the ID, minus 1, by 12. You can also copy dungeon 198.bin's Wild Pokemon Stats also to gauge where you should edit stuff, but that's not very reliable. Entries are 0x0B or 0x0C bytes long? 0x00 - 0x03 = The Experience Yield. (Int32 in HxD. 2,147,483,647 or FFFFFF7F can fit the whole thing for example. Also tested in DreamNexus, the number was valid) 0x04 - 0x05 = The Pokemon's HP Stat Value 0x06 = The Pokemon's Attack Stat 0x07 = The Pokemon's Special Attack Stat 0x08 = The Pokemon's Defense Stat 0x09 = The Pokemon Special Defense Stat 0x0A = The Pokemon's Speed Stat 0x0B = Unknown. Always 00. The Pokemon section's entries are 0x0C bytes long for each pokemon, the entire entry for a floor is 0x2DF0 bytes long. The Pokemon in this table range from Bulbasaur, to an unused White Kyurem. Past that, there is room for the last "Pokemon", the Substitute, though for some reason its index number, D4 03, isn't listed. After that is FF FF FF FF FF FF FF FF FF FF FF FF signifying the end of the entire table entry. 0x00 - 0x01 = Pokemon Index Number 0x02 = Spawn Weight 0x03 = Unknown. 0x04 = Unknown. 0x05 = Unknown. 0x06 = Unknown. 0x07 = Unknown. 0x08 = Unknown. 0x09 = Unknown. 0x0A - 0x0B = Pokemon Level --------------------------------------------------------------------------------------------------- ! Traps ! There are more traps in Super than Gates. All traps may be present within a table, but not be used due to their Weight. Each traps entry is 0x03 bytes long. 0x00 - 0x01 = Trap Tile ID Tile IDs 00 = 01 = Mud Trap 02 = Sitcky Trap 03 = Summon Trap 04 = Pitfall Trap (For some reason in-game, this trap is unnamed. Still has a description. It no longer has an opening animation) 05 = Warp Trap 06 = Gust Trap 07 = Spin Trap 08 = Slumber Trap 09 = Slow Trap 0A = Seal Trap 0B = Poison Trap 0C = Blast Trap 0D = Big Blast Trap 0E = PP Leech Trap 0F = Spiky Trap 10 = Wonder Tile 11 = Pokemon Trap 12 = Spikes 13 = Stealth Rock 14 = Toxic Spikes 15 = Hunger Trap 16 = Trip Trap 17 = Random Trap 18 = Grudge Trap 19 = Training Switch 1A = Sparkling Floor (Regular Variant) 1B = Gold Floor 1C = Grimy Trap 1D = Emera-Crush Trap 1E = Emera-Swap Trap 1F = Apple Trap 20 = Discord Trap 21 = Sparkling Floor (Purple Variant) 22 = Stunfisk (Trap) 23 = Ditto (Trap) 24 = Unknown 25 = Unknown 26 = Unknown 27 = Unknown 28 = Unknown 29 = Unknown 2A = Unknown 2B = Unknown 2C = Unknown 2D = Unknown 0x02 - 0x03 = Tile Spawn Weight