Byte 1: The tile set ID as defined inside the egg, so desert tile is 81, or hex value #51.

Byte 2: The bridge set ID.

Bytes 3 and 4: The size of the level. The first byte represents the width of the level, while the second represents the height of the level. Each value is measured by the number of tiles.

The following bytes represent the value of each tile in the level, starting from the top left and moving right. Once a row is complete the next byte is the leftmost tile of the next row down.

Following this, there is a byte to represent the number of tools in the level. This number is then followed by the same number of bytes. Each of these following bytes represent the tool. The value of each tool is the object type value for the animation for that tool.

Next, there is a single byte defining how many objects (not ducks) there are in the level, so 4 objects will get a hex value of #04. Each object will then take up 5 bytes of space, 2 for the X coordinate, 2 for the Y coordinate and a final byte determining the type of object. The coordinates both start at value 0. So object #5C at (3, 12) is #0003000C5C

Ducks are treated the same way, there is a byte defining how many ducks there are immediately after the objects. So #07 represents 7 ducks. Each duck takes up 4 bytes, 2 for the X coordinate and 2 for the Y coordinate.

Directly after this, there is a single byte defining which duck is the leader. The first duck is treated as duck number 0. If there is no leader, then the hex value #FF is used to show this. Using an invalid number will still result in no leader, but the message that your leader duck is lost will appear instantly at the start of the level, provided there are no followable objects.

The next byte is a marker for something, but is is not yet known what....................................

The next byte contains the length of the level title. This is then followed by the same number of bytes, each of which spell out the name of the level.

The next 7 bytes are boolean values for the special effects for the level. They control, in the following order:
Snowstorm/ripple background effect ???
Slippery floors for ducks
Keep panel colours ???
Keep background colours ???
Verticle line effect ???
Wavy background effect ???
Lightning ???

The next value is the direction that the background will move in:
00 = Up and left
01 = Up
02 = Up and right
03 = Left
04 = Stays still
05 = Right
06 = Down and left
07 = Down
08 = Down and right

Next is...................................

The next byte is the value of the par time counter. This changes the rate that the time bonus bar shrinks.

The next byte is the value of the initial leader duck direction. 0 means the duck will act as if it was moving left at the beginning of the level, a value of 1 will not attract any ducks, while a value of 2 will treat the duck as if he was moving right.

The next byte is the ID for the looping background noise.

This is followed by a byte containing the number of random background noises in the level, and is then followed by the same number of bytes. These following bytes contain the ID of each noise.

The next byte contains the number of indestructable blocks in the level. This is then followed by information for each block, each of which takes up 5 bytes. This is identical to the way objects are stored, but with the crucial difference that the ID byte comes before the X and Y co-ordinate bytes.

The next value signifies the secret level warp. This value represents the level that will play if a player accesses a secet level. Setting this value to 0 will not open up a level, but instead show the secret picture and text that shares the same ID number as the level number.

The final 4 bytes represent the colour palette mixing information for the level. The first represents the colour mix intensity, while the next three represent the red, green and blue values respectively. Each of these values range from #00 to #FF.