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       <dc:date>2026-07-28T22:22:42+00:00</dc:date>
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        <title>design</title>
        <link>https://sdodr.dev/blitz/design?rev=1785014127&amp;do=diff</link>
        <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'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'll also want to make the distance quite a bit larger than the max…</description>
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        <dc:date>2026-07-23T16:51:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>enemy</title>
        <link>https://sdodr.dev/blitz/enemy?rev=1784825506&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
      ItemDropableP…</description>
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        <dc:date>2026-07-15T19:27:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>error</title>
        <link>https://sdodr.dev/blitz/error?rev=1784143657&amp;do=diff</link>
        <description>Error Help

Level Crashes During Load

May be caused by incorrect szs compression, the level not existing, or the game calling on objects it shouldn't (an Octo Expansion map calling on a Versus object).

Level Crashes After Loading

May be an issue with rail connections (though rarely the rail itself). Make sure the parameters of the object you are attaching to a rail are equivalent to those found in an official level.</description>
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        <dc:date>2026-07-14T15:24:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>gimmick</title>
        <link>https://sdodr.dev/blitz/gimmick?rev=1784042666&amp;do=diff</link>
        <description>Most of the things that change level objectives/failure conditions are in fact invisible objects.



The normal way to end a level is by reaching Obj_Goal(Octa).


Levels that requires the collection of eight mini-zapfish or datapoints use Obj_RogPoint(Octa). SequenceSwitch objects can be used to react to a certain number of RogPoints being obtained, using the following parameters:</description>
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        <title>level</title>
        <link>https://sdodr.dev/blitz/level?rev=1779990837&amp;do=diff</link>
        <description>As with all things modding, it is more reliable to replace something that exists than to try to make the game load a filename it did not originally have.


While this gives you the most potential, this is the most cumbersome mehtod to make/edit levels and it is only recommended to use if you already have a level and you need to make changes to the parameters of objects.</description>
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        <dc:date>2026-05-26T15:27:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>mush</title>
        <link>https://sdodr.dev/blitz/mush?rev=1779809246&amp;do=diff</link>
        <description>This page briefly goes over what each file in this pack does.


ActorDB.Release

	*  ClassName:
	*  FmdbName
	*  JmpName
	*  LinkUserName
	*  Name
	*  ParamFileBaseName
	*  ResJmpName
	*  ResName

BottomInfo

	*  Pants

BrandInfo

	*  Unknown

DamageRateInfo</description>
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        <dc:date>2026-07-26T10:57:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>objectgimmick</title>
        <link>https://sdodr.dev/blitz/objectgimmick?rev=1785063434&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>2026-07-04T15:19:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rails</title>
        <link>https://sdodr.dev/blitz/rails?rev=1783178378&amp;do=diff</link>
        <description>Moving Level Elements, Rails and OneTimeRot

Whether you want levels to have moving platforms or for path/hazards to open up upon certain conditions, you will need to use Rails or OneTimeRot parameters. 

Note that if you want objects to stay how they were upon reset, leave Switchable</description>
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        <dc:date>2026-05-26T17:38:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sfx</title>
        <link>https://sdodr.dev/blitz/sfx?rev=1779817101&amp;do=diff</link>
        <description>Splatoon 2's sound effects are stored in BARS files in Sound/Resource, including all the SFX for Octo Expansion (which only adds Streamed audio files, which are used for ambience, music tracks and SFX baked into cutscenes). Each BARS file contains a Meta Data folder with amta files and Audio folder with bfwav files.</description>
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        <dc:date>2026-07-26T13:21:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sidebar</title>
        <link>https://sdodr.dev/blitz/sidebar?rev=1785072115&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

Getting SFX


KillzXGaming Switch Toolbox

OctoSquiddy Map Editor (2026)

Sheldon10095 Map Editor (2022)

AeonSake MSBT Editor

Gota7 Citric Composer

Aaaboy97 BotW Tools

RoGamer97's Debug Patches</description>
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        <dc:date>2026-07-26T13:35:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>special</title>
        <link>https://sdodr.dev/blitz/special?rev=1785072927&amp;do=diff</link>
        <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:date>2026-05-26T14:31:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>start</title>
        <link>https://sdodr.dev/blitz/start?rev=1779805895&amp;do=diff</link>
        <description>To start modifying, you need a modded Switch and a legitimate copy of Splatoon 2. Full guide to modding your Switch can be found here. Do note that following a video guide is not advised, as there is no guarantee on how up-to-date the process described therein is. Also note that, as of now, the Switch 2 is considered unmodifiable.</description>
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        <dc:date>2026-06-28T11:18:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>weapons</title>
        <link>https://sdodr.dev/blitz/weapons?rev=1782645499&amp;do=diff</link>
        <description>Weapon Details

Note: severely unfinished

Mains

---
label: Shooter_Short_00
attribute: 0x0000000000000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF00
---
Sploosh-o-matic

---
label: Shooter_Short_01
attribute: 0x0000000000000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF00</description>
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