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       <dc:date>2026-09-24T22:47:03+00:00</dc:date>
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        <dc:creator>nyarumi (nyarumi@undisclosed.example.com)</dc:creator>
        <title>special</title>
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        <description>This is effectively an invisible point, used as an anchor for other objects. ActorBindable can be used to bind any object to any other object, allowing the bound object to rotate/translate with the target (note that this is not the bound object simply copying the changes done to the target, but keeping the same angle and distance from the target). AbstractLift is used so that an actual interactable object is not needed, and to have a single-obvious source of the ActorBinding.</description>
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        <dc:creator>gameboyadv4002 (gameboyadv4002@undisclosed.example.com)</dc:creator>
        <title>sidebar</title>
        <link>https://sdodr.dev/blitz/sidebar?rev=1787934595&amp;do=diff</link>
        <description>Getting Started



Weapon Details


Editing Levels

Moving Level Elements, Rails and OneTimeRot

Level Gimmicks

Object Descriptions/Lookup

Enemies

Object Gimmicks

Invisible Objects

Design Tips

Error Help


Editing Models and Animations

Editing Cutscenes/EventFlows

Editing Text

Editing Music

Editing SFX


KillzXGaming Switch Toolbox

OctoSquiddy Map Editor (2026)

Sheldon10095 Map Editor (2022)

AeonSake MSBT Editor

libertyernie Looping Audio Converter

Gota7 Citric Composer

Aaaboy97 …</description>
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        <dc:creator>gameboyadv4002 (gameboyadv4002@undisclosed.example.com)</dc:creator>
        <title>music</title>
        <link>https://sdodr.dev/blitz/music?rev=1787934467&amp;do=diff</link>
        <description>Editing Music

Some information was sourced from ZeldaMods

There are 4 types of files you mostly need to concern yourself with in music modding:

	*  BFSTM (.bfstm) “Binary Cafe Stream” files
	*  BFSTP (.bfstp) “Binary Cafe Stream Prefetch” files
	*</description>
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        <title>levelmap - small edit with information used to reposition</title>
        <link>https://sdodr.dev/octa/levelmap?rev=1787682891&amp;do=diff</link>
        <description>Level Map

Currently work in progress.

There are five files that the game uses to arrange levels (excluding the map files themselves): Octa2DMapInfo.byml, Octa2DMapLineInfo.byml, Octa2DMapLinkInfo.byml, MapInfo.release.byml and OctMp_Map_00.Nin_NX_NVN.szs, with the latter found in the Layout folder and the rest found in Mush.</description>
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        <dc:date>2026-08-23T18:31:44+00:00</dc:date>
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        <title>sidebar</title>
        <link>https://sdodr.dev/octa/sidebar?rev=1787509904&amp;do=diff</link>
        <description>Getting Started


Object Descriptions/Lookup

Level Metadata/Lookup

Mush.release.pack

Object Gimmicks (Base Game)

Object Gimmicks (Unique to OE)

Invisible Objects/Areas (Base Game)

Invisible Objects/Areas (Unique to OE)


Layout Descriptions/Lookup

Level Map

BGM Notes

Script Notes</description>
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        <dc:creator>gameboyadv4002 (gameboyadv4002@undisclosed.example.com)</dc:creator>
        <title>objectgimmick</title>
        <link>https://sdodr.dev/blitz/objectgimmick?rev=1786996362&amp;do=diff</link>
        <description>Object Gimmicks

Sponges

Sponges are internally labelled as type A,B,C,D and E, dictated how they expand. For B, they expand equally in all directions. In A and D, the bottom face of the sponge stays in the same place, causing it to expand upwards. In C and E, the top face stays static, causing it to expand downwars. In D and E, the back face stays in the same place, causing it to expand forward.</description>
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        <dc:date>2026-08-17T19:20:01+00:00</dc:date>
        <dc:creator>gameboyadv4002 (gameboyadv4002@undisclosed.example.com)</dc:creator>
        <title>start</title>
        <link>https://sdodr.dev/octa/start?rev=1786994401&amp;do=diff</link>
        <description>This section of the wiki will only refer to things exclusive to Octo Expansion. Most information is shared with the base game, as is all the steps necessary to get started.</description>
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        <title>enemy</title>
        <link>https://sdodr.dev/blitz/enemy?rev=1786272961&amp;do=diff</link>
        <description>Enemies

Rival Octolings

Enm_Rival(WEAPONNAME)(Octa) is the obejct used to create an enemy Octoling.


    - DbgWeaponMainId: !l -1
      DbgWeaponSubId: !l -1
      DbgWeaponTrigFrame: !l -1
      EscapeRestHpBorder: !l 100
      HeroDeadType: !l 0
      HeroWeaponLv: !l 0
      IsDistanceSwitch: true
      IsHiddenWait: true
      IsHokoSwitch: false
      IsKeepout: false
      IsLinkDest: false
      IsShotSwitch: false
      IsSleepWait: false
      IsStrongHero: false
      ItemDropablePa…</description>
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        <title>design</title>
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        <description>What follows are the approximate maximum distances that can be crossed by doing a certain movement action. While a more accurate number are possible, the maximum only matters for making sure two objects are too far apart to cross. If you actually want players to cross a chasm, you&#039;ll want to keep the distance under the maximum by some measure; no one likes missing a jump by millimetres. If you want to make a chasm uncrossable, you&#039;ll also want to make the distance quite a bit larger than the max…</description>
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        <description>Object Gimmicks

Timed Splat Switch (Reversible Paintable Target)

Despite name and appearance, Obj_SwitchPaint(Small)Timer(Octa) is fairly different object from the perspective of a level editor. The most important part is that it instead refers to RailToggleOcta, the object that allows objects attached via ActorBindable to move back and forth across a rail according the player action. A more complete explanation can be found at</description>
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        <dc:creator>nyarumi (nyarumi@undisclosed.example.com)</dc:creator>
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