BattleBlock Theater

BattleBlock Theater

81 oy
Hex Edit your Levels! [Additional Blocks & NPCs for Level Editor]
็ tarafından
* This guide will show you how to edit your levels with Hex Editor, which means getting more stuff to work with and that leads to some creative people making even more creative levels, sky's the limit. This is a complex process, but extremly easy to learn!
   
Ödül
Favorilere Ekle
Favorilere Eklendi
Favorilerden Çıkar
How to Hex Edit your Playlist?
Hex edited levels will most likely crash on Mac and Linux!
In-Game Level Editor excludes some blocks and sceneries, you can use the Hex Editor to manually add those directly in the Playlist's data. If used correctly you can make really creative and fun levels that will stand out from the rest of workshop Playlists, and it's not too hard when you get the hang of it.

1. Downloading a Hex Editor
First you will need to download a Hex Editor, my personal recommendation for Windows is HxD Hex Editor[mh-nexus.de].

For Mac / Linux you can use wxHex Editor[www.wxhexeditor.org].

2. Create a new Playlist
Go into the game and create a NEW Playlist with at least one level and save it.

3. Open your Playlist in the Hex Editor
Open the Playlist file with the Hex Editor; the file should be in:
C:\Program Files (x86)\Steam\userdata\{your 9 digit number}\238460\remote
or
C:\Program Files\Steam\userdata\{your 9 digit number}\238460\remote

There may be only one number if you haven't logged in with other Steam accounts on your PC. If there are multiple ones search each one. You are searching for the file with the same name as your Playlist.

I would recommend changing numbers per row to the Width of your level to make the values easier to read, if your monitor is not wide enough you can change it to half of the width:



4. Edit your Playlist
In the Hex Editor you see your Playlist's data represented by rows of pair of numbers and letters, those are Hex Values. Depending on the location of the pair it can represent a variety of things, such as the background of the level or a block in the level.

This is the structure of the Playlist:
The File
Playlist and Level Names
If you plan on changing those make sure not to change the length of their name as that can corrupt the file.
Level 1 Data
This is what we are looking for, the Level itself.

You can identify data of a level by searching for row of 07 and 08 Hex Values.

07 and 08 Hex Values represent the normal solid blocks in-game.
  • 07 - Solid Block (Color 1)
  • 08 - Solid Block (Color 2)
The row of 07s and 08s you found is actually the blocks on the roof of the level!

The level data is split into two parts:
  • Level Scenery
  • Level Blocks
Level 1 Scenery
This part comes right before the row of 07s and 08s you found, and it represents the scenery of the level.

Each pair of Hex Values (XX) represents a different part of the scenery (eg. one represents the sky color, another one represents the gamemode of the level, etc.):
  1. Width
  2. Height
  3. Game Type
  4. Block Style
  5. Sky Color
  6. Background Style
  7. Special Foreground
  8. Special Background
  9. Block Color 1
  10. Block Color 2
  11. Water Color
  12. Plant Color
  13. Unknown
  14. Time Limit
  15. Unknown

What this means is that the pair of Hex Values that come right before the row of 07s and 08s is the 15th Unknown value from the list above. The value before is the 14th Time Limit value, etc. So to change a specific part of the scenery you will have to count values backwards from the row of 07s and 08s!

What can we achieve with Hex Editing?

We can change the values of some of the parts of the scenery to something not available in game:
  • Special Foreground, Special Background - Can't be changed with the in-game editor. They represent an additional foreground and background of the level, such as the one the Gift Shop has. You can find the exact values below.
  • Width, Height - With the Hex Editor you can set them to smaller values than the ones allowed in the in-game editor.
  • Game Type - With the Hex Editor you can set the Game Type to unfinished, unused, hybrid or otherwise generally broken Game Types.
  • Sky Color, Background Style, Block Color, other... - With the Hex Editor you can set them to invalid unused values (such as FF) to make glitched out levels.
Level 1 Blocks
This part defines Blocks that are used within the level.

Newly created Levels contain only 07s, 08s and 00s blocks:
  • 00 - Air / Empty Block
  • 07 - Solid Block (Color 1)
  • 08 - Solid Block (Color 2)

As we said earlier, the row of 07s and 08s we found is the blocks on the roof of the level and represents the start of the Level Blocks section.

If you have set the Hex Editor's values per row to the width of your level you can also notice that the rows below the row of 07s and 08s begin with either a 07 or a 08, followed by a bunch of 00s and then another 07s or 08s. Each row here is actually just another row of your level, and 07 or 08 on the beginning of the row represents the left wall of the level, while the 07 or 08 at the end represents the right wall of the level.

Finally, we have another row of only 07s and 08s, this is the bottom of the level.

So a newly created level looks like this:
07 07 08 08 07 08 07 07 08 07 00 00 00 00 00 00 00 08 07 00 00 00 00 00 00 00 07 08 00 00 00 00 00 00 00 08 08 08 07 08 08 07 07 07 07

What can we achieve with Hex Editing?

As each pair of values (XX) represents a single block in-game, we can change these values to a block of our choice. This can also be done in-game, however in the Hex Editor we can use the values of blocks that are unselectable with the in-game editor (eg. hover bridge block).

Hex Values of all blocks are below. BOLDED blocks are unselectable with the in-game editor.
Level 2 Data
Level 2 Scenery
. . .
Level 2 Blocks
. . .
Level 3 Data
Level 3 Scenery
. . .
Level 3 Blocks
. . .
. . .
If you find new values be kind to leave a comment with them so I can update the guide!
Special Foreground & Background Values
Same Background and Foreground Values
01 - Gift Shop
02 & 0D - Level Selection (Furrbottom's Feature New)
03 - Level Selection (Ruined)
04 - Level Selection (Ruined)
05 - Level Selection (New)
06 - Level Selection (New, Lights)
07 - Level Selection (Riot)
08 - Level Selection (Large Riot)
09 - Level Selection (Fire)
0A - Level Selection (Vault)
0B - Level Selection (Furrbottom's Feature Ruined)
0C & 0E - Level Selection (New, Less Lights)
0F - Theater Enterance (Game Start)
10 - Theater Lobby
11 - Theater Terrace
12 - Prisoner Bedroom
13 - Chapter 1 & 2 Selection
14 - Chapter 3 & 4 Selection
15 - Chatper 5 & 6 Selection
16 - Chapter 7 Selection
17 - Chapter 8 Selection
18 - The Stage Backroom
19 - Finale #1
1A - Finale #2
1B - Finale #3
1C - Finale #4
1D - Finale #5
1E - Finale #6
1F - Finale #7
20 - Finale #8
21 - Finale #9
22 - Finale #10
23 - Finale #11
24 - Finale #12
25 - Finale #13
26 - Finale #14
27 - Finale #15
28 - Finale #16
2B - Hall of Dudes

Different Background and Foreground Values
29 Foreground Value 2A Background Value - Theater Enterance (Game Ending)
00 Foreground Value 29 Background Value - Unused Tutorial
2A Foreground Value FF Background Value - Vault Scenery

You are not required to use the same value for Foreground and Background, you can mix them up!
Hex Values - Blocks
00 - Air (Empty Space)
07 - Block (Color 1)
08 - Block (Color 2)
17 - Invisible Cloud
18 - Invisible Block
74 - Invisible Wall (ˢᶦᵈᵉʷᵃʸˢ ᶜᶫᵒᵘᵈ ⁻ ʸᵒᵘ ᶜᵃᶰ'ᵗ ᵖᵃˢˢ ᵗʰʳᵒᵘᵍʰ ˢᶦᵈᵉˢ, ᵇᵘᵗ ᶜᵃᶰ ᶠʳᵒᵐ ᵗᵒᵖ ᵃᶰᵈ ᵇᵒᵗᵗᵒᵐ)

14 - Cloud
15 - Ice
16 - Lava Block
0D - Bubblegum Block
19 - Blocker (ᵇᶫᵒᶜᵏˢ ˢᵗᵘᶠᶠ ᶫᶦᵏᵉ ʰᵒᵛᵉʳᵇʳᶦᵈᵍᵉ, ᶫᵃˢᵉʳˢ, ᴬᴵ⋅⋅⋅ ᵈᵒᵉˢᶰ'ᵗ ᵇᶫᵒᶜᵏ ᵖᶫᵃʸᵉʳˢ)

12 - Ferdinand (Color 1) (ˢᶦᵈᵉʷᵃʸˢ ᵐᵒᵛᶦᶰᵍ ᵖᶫᵃᵗᶠᵒʳᵐˢ ʷᶦᵗʰ ᶠᵃᶜᵉ)
13 - Ferdinand (Color 2)

72 - Chapter Door (Closed) (ʸᵒᵘ ᶜᵃᶰ'ᵗ ᵖᵃˢˢ ᵗʰʳᵒᵘᵍʰ ˢᶦᵈᵉˢ, ᵇᵘᵗ ᶜᵃᶰ ᶠʳᵒᵐ ᵗᵒᵖ ᵃᶰᵈ ᵇᵒᵗᵗᵒᵐ)

C0 - Block (Team 1) (ᵗᵉᵃᵐ ᶜᵒᶫᵒʳᵉᵈ ᵇᶫᵒᶜᵏ)
C1 - Block (Team 2)
DF - Block (Random Color 1) (ʳᵃᶰᵈᵒᵐ ᶜᵒᶫᵒʳ ᵉᵛᵉʳʸ ᵗᶦᵐᵉ)
E0 - Block (Random Color 2)
E1 - HoverBridge

E4 - Broken Trigger Block (Color 1) (ᵇᶫᵒᶜᵏ ᵗʰᵃᵗ ᵈᶦˢˢᵃᵖᵉᵃʳˢ ʷʰᵉᶰ ᵇᵘᵗᵗᵒᶰ ᶦˢ ᵖʳᵉˢˢᵉᵈ ᵉˣᶜᵉᵖᵗ ᵗʰᶦˢ ᵛᵉʳˢᶦᵒᶰ ᶦˢ ᵇʳᵒᵏᵉᶰ)
E5 - Broken Trigger Block (Color 2)
Hex Values - Functional Blocks
09 - Platform (Color 1) (ᵐᵒᵛᵉᵃᵇᶫᵉ ᶠᶫᵒᵃᵗᶦᶰᵍ ᵇᶫᵒᶜᵏ)
0A - Platform (Color 2)

0B - Water (Color 1)
0C - Water (Color 2)

0E - Rocket Platform (Color 1)
0F - Rocket Platform (Color 2)

10 - Treadmill (Left)
11 - Treadmill (Right)

1B - Fake Block (Color 1)
1C - Fake Block (Color 2)

21 - Hover Bridge Source (Right)
22 - Hover Bridge Source (Left)

47, 48, 49, 4A & 4B - Exploding Block
50, 51, 52, 53, 54, 55, 56, 57, 4C, 4D, 4E & 4F - Puzzle Block

64, 65 & 66 - Jumping Board (Left)
67, 68 & 69 - Jumping Board (Right)
8E - Boulder
90 - Boat
BB - Ball Ejector

BC - Basket (Team 1)
BD - Basket (Team 2)
BE - Goal (Team 1)
BF - Goal (Team 2)

C2 - Horse Flag (Team 1)
C3 - Horse Flag (Team 2)

CA - King of the Hill Block (Inactive)
CB - King of the Hill Block (Active)
Hex Values - Entrances & Exits
01 - Entrance
02 - Entrance (Secret) (ᶫᵒᵒᵏˢ ᶫᶦᵏᵉ ᵃ ᶰᵒʳᵐᵃᶫ ᵇᶫᵒᶜᵏ)

03 - Exit
04 - Exit (1/3 Gems Collected) (ʷᶦᶫᶫ ᵘᵖᵈᵃᵗᵉ ᵗᵒ ʳᵉᵃᶫ ᵛᵃᶫᵘᵉ ᶦᶠ ʸᵒᵘ ᵖᶦᶜᵏ ᵘᵖ ᵃ ˢᵗʳᵃʷᵇᵉʳʳʸ)
05 - Exit (2/3 Gems Collected) (ʷᶦᶫᶫ ᵘᵖᵈᵃᵗᵉ ᵗᵒ ʳᵉᵃᶫ ᵛᵃᶫᵘᵉ ᶦᶠ ʸᵒᵘ ᵖᶦᶜᵏ ᵘᵖ ᵃ ˢᵗʳᵃʷᵇᵉʳʳʸ)
06 - Exit (3/3 Gems Collected) (ʷᶦᶫᶫ ᵘᵖᵈᵃᵗᵉ ᵗᵒ ʳᵉᵃˡ ᵛᵃˡᵘᵉ ᵒᶰ ˡᵉᵛᵉˡ ˢᵗᵃʳᵗ)
70 - Gift Shop Exit (ᵉᶰᵈˢ ᵗʰᵉ ᶫᵉᵛᵉᶫ ʷʰᵉᶰ ᵘˢᵉᵈ)
71 - Gift Shop Entrance (ᵉᶰᵈˢ ᵗʰᵉ ᶫᵉᵛᵉᶫ ʷʰᵉᶰ ᵘˢᵉᵈ)
78 - Chapter Selection Door (ᵉᶰᵈˢ ᵗʰᵉ ᶫᵉᵛᵉᶫ ʷʰᵉᶰ ᵘˢᵉᵈ)
88 - Purrham's Hat (ᵉᶰᵈˢ ᵗʰᵉ ᶫᵉᵛᵉᶫ ʷʰᵉᶰ ᶜᵒᶫᶫᵉᶜᵗᵉᵈ)
89 - Chapter Key (ᵉᶰᵈˢ ᵗʰᵉ ᶫᵉᵛᵉᶫ ʷʰᵉᶰ ᶜᵒᶫᶫᵉᶜᵗᵉᵈ)
1A - Secret Level Block
6F - Exit (Secret) (ᶫᵒᵒᵏˢ ᶫᶦᵏᵉ ᵃ ᶰᵒʳᵐᵃᶫ ᵇᶫᵒᶜᵏ, ᵉᶰᵈˢ ᵗʰᵉ ᶫᵉᵛᵉᶫ ʷʰᵉᶰ ᵘˢᵉᵈ)
Hex Values - NPCs (Non-Player Character)
86 - Cat (Gem)
87 - Cat (Strawberry)

91 - Cat (Agressive)
AA - Cat (Less Agressive) (ʷᵉᵃᵖᵒᶰ ᶜᵃᵗ ʷᶦᵗʰᵒᵘᵗ ʷᵉᵃᵖᵒᶰˢ, ᶫᵉˢˢ ᵃᵍʳᵉˢˢᶦᵛᵉ ᵗʰᵃᶰ ᶰᵒʳᵐᵃᶫ ʷᵉᵃᵖᵒᶰᶫᵉˢˢ ᶜᵃᵗ)
9D - Cat (Flying Disc)
9E - Cat (Grenade)
9F - Cat (Boomerang)
A0 - Cat (Dodgeball)
A1 - Cat (Fireball)
A2 - Cat (Ice Cannon)
A3 - Cat (Fan)
A4 - Cat (Dart Gun)
A5 - Cat (Forceball)
A6 - Cat (Vacuum)
A7 - Cat (Paper Airplane)
A8 - Cat (FrogBomb)
A9 - Cat (Acid Bubble)

92 - Raccoon
93 - UFO Cat
94 - Toaster (Block)
97 - Robot
8F - Cannon
CC - Black Cat Monster (ᶠᶫᶦᵉˢ ᵃʳᵒᵘᶰᵈ ˢᵉᵃʳᶜʰᶦᶰᵍ ᶠᵒʳ ᵖᶫᵃʸᵉʳˢ ᵃᶰᵈ ˢᵗᵘᶰˢ ᵗʰᵉᵐ ᵒᶰ ᶜᵒᶰᵗᵃᶜᵗ, ᶜᵃᶰ ᵇᵉ ᵏᶦᶫᶫᵉᵈ ᵇʸ ᶠᶦʳᵉᵇᵃᶫᶫ ᵒʳ ᶫᵃˢᵉʳˢ, ᵉᶰᵈˢ ᵗʰᵉ ᶫᵉᵛᵉᶫ ʷʰᵉᶰ ᵏᶦᶫᶫᵉᵈ)

98 - Wonderwuzzle (ˢᵐᵃᶫᶫ ʳᵉᵈ ᵇᶦʳᵈ ᵗʰᵃᵗ ᶦᶰᵈᶦᶜᵃᵗᵉˢ ᵃ ˢᵉᶜʳᵉᵗ ᶫᵉᵛᵉᶫ ᶦˢ ᵖʳᵉˢᵉᶰᵗ ᵒᶰ ᶜᵘʳʳᵉᶰᵗ ᶫᵉᵛᵉᶫ)
8D - Horse

99 - DuckShark Egg (Left)
9A - DuckShark Egg (Right)
9B - DuckShark Sign (Green)
9C - DuckShark Sign (Red)

95 - Sawblade (Up)
96 - Sawblade (Down)
Hex Values - Pickups
1F - Fake Block (Color 1, Strawberry)
20 - Fake Block (Color 2, Strawberry)
1D - Fake Block (Color 1, Gem)
1E - Fake Block (Color 2, Gem)

81 - Gem (ᶦᵗ ʷᶦᶫᶫ ᵗᵘʳᶰ ᶦᶰᵗᵒ ᵃ ˢᵗʳᵃʷᵇᵉʳʳʸ ᶦᶠ ᵘᵖᶫᵒᵃᵈᵉᵈ ᵗᵒ ʷᵒʳᵏˢʰᵒᵖ)
82 - Yarn (ᶦᵗ ʷᶦᶫᶫ ᵗᵘʳᶰ ᶦᶰᵗᵒ ᵃ ᵖᵘᵐᵖᵏᶦᶰ ᵖᶦᵉ ᶦᶠ ᵘᵖᶫᵒᵃᵈᵉᵈ ᵗᵒ ʷᵒʳᵏˢʰᵒᵖ)
83 - Strawberry
84 - Golden Hat (ᶦᵗ ʷᶦᶫᶫ ᵈᶦˢˢᵃᵖᵉᵃʳ ᶦᶠ ᵘᵖᶫᵒᵃᵈᵉᵈ ᵗᵒ ʷᵒʳᵏˢʰᵒᵖ)
85 - Pumkin Pie

6A - Checkpoint

8A - Wings Pickup
8B - Jetpack Pickup
8C - Fan Pickup

You can't use this to farm Gems and Yarn, they won't count.
Hex Values - Fans, Ladders & Spikes
27 & 28 - Right Fan (Color 1)
29 & 2A - Left Fan (Color 2)
2B & 2C - Up Fan (Color 1)
2D & 2E - Down Fan (Color 2)

37 - Up Ladder (Color 1)
38 - Up Ladder (Color 2)
39 - Right Ladder (Color 1)
3A - Right Ladder (Color 2)
3B - Left Ladder (Color 1)
3C - Left Ladder (Color 2)
3D - Down Ladder (Color 1)
3E - Down Ladder (Color 2)

2F - Up Spikes (Color 1)
30 - Up Spikes (Color 2)
31 - Right Spikes (Color 1)
32 - Right Spikes (Color 2)
33 - Left Spikes (Color 1)
34 - Left Spikes (Color 2)
35 - Down Spikes (Color 1)
36 - Down Spikes (Color 2)
Hex Values - Portals & Trigger Blocks
3F - Up Portal (Color 1)
40 - Up Portal (Color 2)
41 - Down Portal (Color 1)
42 - Down Portal (Color 2)
43 - Left Portal (Color 1)
44 - Left Portal (Color 2)
45 - Right Portal (Color 1)
46 - Right Portal (Color 2)

C4 & E2 - Trigger Button (Color 1)
C5 & E3 - Trigger Button (Color 2)
C6 - Trigger Block (Color 1)
C7 - Trigger Block (Color 2)
C8 - Trigger Rocket Platform (Color 1)
C9 - Trigger Rocket Platform (Color 2)
Hex Values - Lasers
23 - Laser Source (Right)
24 - Laser Source (Down)
25 - Laser Source (Left)
26 - Laser Source (Up)

CF - Laser Startup (Left)
D0 - Laser Heatup (Left)
D1 - Laser (Left)
D2 - Laser End (Left)

D3 - Laser Startup (Right)
D4 - Laser Heatup (Right)
D5 - Laser (Right)
D6 - Laser End (Right)

D7 - Laser Startup (Up)
D8 - Laser Heatup (Up)
D9 - Laser (Up)
DA - Laser End (Up)

DB - Laser Startup (Down)
DC - Laser Heatup (Down)
DD - Laser (Down)
DE - Laser End (Down)
Hex Values - Moving Blocks
58 - Moving Block (Color 1)
59 - Moving Block (Color 2)
5A - Moving Block (Color 1, Vibrating)
5B - Moving Block (Color 2, Vibrating)

5C - Moving Block (Color 1, Moving Right)
5D - Moving Block (Color 2, Moving Right)
5E - Moving Block (Color 1, Moving Left)
5F - Moving Block (Color 2, Moving Left)
60 - Moving Block (Color 1, Moving Up)
61 - Moving Block (Color 2, Moving Up)
62 - Moving Block (Color 1, Moving Down)
63 - Moving Block (Color 2, Moving Down)
Hex Values - Decorations
73 - Chapter Door (Open)

75 & 76 - Finale Entrance (Unusable, Shows Controls)
77 - Finale Entrance (Unusable, Doesn't Show Controls)

79 - Grass (Type 1)
7A - Grass (Type 2)
7B - Grass (Type 3)
7C - Grass (Type 4)
7D - Grass (Type 5)
7E - Grass (Type 6)
7F - Grass (Type 7)
80 - Grass (Type 8)

Grass attracts Horses and makes them stay in place.

AB - Arrow Sign (Left)
AC - Arrow Sign (Right)
AD - Arrow Sign (Up)
AE - Arrow Sign (Down)

AF - Tutorial Sign (Throw)
B0 - Tutorial Sign (W)
B1 - Tutorial Sign (Electricity)
B2 - Tutorial Sign (Water)
B3 - Tutorial Sign (Spikes)
B4 - Tutorial Sign (Death)
B5 - Tutorial Sign (Mystery)
B6 - Tutorial Sign (Boat)
B7 - Tutorial Sign (Helping Friend)
B8 - Tutorial Sign (Rocks)
CD - Tutorial Sign (Horse)
CE - Tutorial Sign (Sliding)

Tutorial Signs can be used to block Hoverbridges and Lasers.

6B - Checkpoint (Activated)
6C, 6D & 6E - Level Entrance (Unusable)
B9 - Lamp
BA - Trading Post (ᵈᶦˢᵃᵖᵖᵉᵃʳˢ ᵒᶰᶜᵉ ᵗʰᵉ ᶫᵉᵛᵉᶫ ˢᵗᵃʳᵗˢ)
Warning, General Info & Examples
Please DO NOT use this to make broken levels and upload them to the Workshop, the point of this guide is to open up the Level Editor with more blocks and enemies to use and not to clog the Workshop with broken levels.

Here are some awesome workshop examples which were made by Hex Editing:
http://steamcommunity.com/sharedfiles/filedetails/?id=578208269
I can add yours here too, only requirement is that it's good and uses bolded value blocks few times, post a link to it in comments.

If you are unsure how to design your levels, here are some useful articles made by the development team about level design for BattleBlock Theater:
74 Yorum
SBFL0 9 Oca 2022 @ 6:04 
im in a samsung pc
ZumbeeSТM 25 Tem 2021 @ 22:59 
This guide is still pretty good in terms of actual blocks, although just some info, blocks DF and E0's colors are actually based on what each team's colors are, they are actually used in Color the World when you color a block and it starts flashing (it does not do this outside of Color the World)
 [yaratıcı] 25 Tem 2021 @ 12:13 
@ZumbeeSTM didn't think of those when I was making the guide, i'll add them when i get some free time, thanks for the reminder
ZumbeeSТM 24 Tem 2021 @ 21:01 
No mention of colors? There are 4 unique unused block colors and tons of unused sky colors. KLJF22 made a whole video where he shows all the sky colors on the Steam version at the end.
3ds demon 15 Tem 2021 @ 11:30 
You are actually useful instead of the troll posts out there thank you
Exoskeleton 3 Tem 2021 @ 19:58 
thanks dude, you're a big help
 [yaratıcı] 3 Tem 2021 @ 7:14 
@exoskeleton

Hex Values - Blocks
0D - Bubblegum Block

To edit the values you first have to leave the level since the Hex editor can't edit files that are currently open.
Exoskeleton 3 Tem 2021 @ 0:40 
also, HxD isn't letting me change values. I can delete them though
Exoskeleton 3 Tem 2021 @ 0:27 
i scrolled through the guide 5 times. I can't find what value 0D is.
rab 22 Nis 2021 @ 12:24 
i dont know how to do it at a hex editor but you can make levels bigger using cheat engine