Super Mario Maker Modding Index
Welcome to the Ultimate Super Mario Maker Modding Guide. This guide will teach you how to play and make mods for every entry in the Super Mario Maker series. Use the Table of Contents to navigate through the long list.
This guide was made possible by all the folks over at the [Mario Making Mods discord server](https://discord.gg/TfU8jZA), including NightScript, MarioPossamotto, bunten, hus & GRAnimated.
## Super Mario Maker (Wii U)
### Playing Mods (Wii U Hardware)
1. Download [SDCafiine](https://www.wiiubru.com/appstore/zips/SDcafiine.zip) and extract the contents of the archive to the root of your SD Card.
2. Make a new folder on the root of your SD card called sdcafiine. Inside it create another folder and name it one of the respective title IDs.
- **US**: `000500001018DC00`
- **EU**: `000500001018DD00`
- **JP**: `0005000E1018DB00`
3. Inside the Title ID folder, make yet another new folder. Name this folder the folder of the mod.
4. Make a folder called `content` inside it and extract the mod files into it.
- If your mod comes with a `content` folder, place the file of that folder in the new `content` folder
5. Boot the Homebrew Launcher using your preferred method, and then load SDCafiine.
- In order to get the Homebrew Launcher, please follow [the Wii U hacking Guide](https://wiiu.hacks.guide/).
6. Launch Super Mario Maker.
### Playing Mods (CEMU)
1. Open `cemu:/graphicspack` and create a new folder titled "SuperMarioMaker_" and the name of the mod following, **without spaces**
2. Create a file called `rules.txt` and copy the following inside (use any text editor to edit):
```ini
[Definition]
titleIds = 0x500001010ec00,0x5000e1010ed00,0x5000e1010eb00
version = 4
```
3. Add a new row to the file contents starting with `name = ` and then type the name of the mod, surrounded in double quotes
4. Save the `rules.txt` file
5. Create a new directory titled `content` and place the modified files there.
- If your mod comes with a `content` folder, merge it with the newly created one
6. The next time you launch CEMU, right click on your Super Mario Maker copy and hit "Open Graphics Pack".
7. Go through the path made above and enable your mod.
### Editing Sprites & Tilesets
#### Instructions
1. If you haven't gotten one already, please dump your copy of Super Mario Maker
2. Download and extract the latest version of [Switch Toolbox](https://github.com/KillzXGaming/Switch-Toolbox/releases)
3. If you're editing a sprite, open `StaticSkin.pack` in Switch Toolbox
- Here's a documentation of all the SZS files in [StaticSkin.pack](https://pastebin.com/hZmD8WUs)
4. Within Switch Toolbox, open the SZS file you'd like to edit.
5. Inside the SZS file, open `output.bfres`.
6. In the textures folder, you should see one or more images. Open the texture you'd like to edit.
7. On the toolbar on the top, hit "Edit" and hit "With External Program".
- Make your edits to the textures. You could use any image editor, but we recommend [Paint.NET](https://www.getpaint.net/).
8. Hit `CTRL + S` to save the image.
### Editing Music
#### Tools you will need
- [Audacity](https://www.audacityteam.org/download/)
- [Citric Composer](https://gota7.github.io/Citric-Composer/)
#### Creating a Single-Channeled BFSTM
1. Create a stereo music file in Audacity and export it as a .wav.
![](https://i.imgur.com/B1eLth4.png)
2. Inside Citric Composer, go to "Tools" and launch "Isabelle Sound Editor".
3. In the Sound Editor, go to "Edit", and click on "Import File".
* At this point, this is how it should look now:
![](https://i.imgur.com/r7w4r8z.png)
4. If you want your music to loop, check the loop checkbox, then set the loop start and loop end in samples.
![](https://i.imgur.com/Y05norW.png)
* If it's too difficult to do the above, you can set the loop start and loop end point in the track itself.
* The yellow line is the loop start point.
* The red line is the loop end point.![](https://i.imgur.com/LsJdfKo.png)
5. Set the BFSTM version to `4.0.0`.
6. Set the Output Encoding type to `DSP-ADPCM`.
7. Click on "Update Project Info".
* You can also save this as a project file
8. Export your BFSTM by going to "File" and clicking on "Export Binary".
9. Save your file as "Cafe Stream"
#### Creating a Multi-Channeled BFSTM
To make multichanneled BFSTSMS, all you have to do is making the MONO channels.
* To create a mono channel, go to "Tracks" and click "Add new".
![](https://i.imgur.com/j404Sje.png)
SMW and NSMBU music have 4 channels:
* First Channel: Main theme (Left)
* Second Channel: Main theme (Right)
* Third Channel: Yoshi Beat (Left)
* Leave this blank if you do not want a Yoshi Beat. Do not remove this channel.
* Fourth Channel: Yoshi Beat (Right)
* Leave this blank if you do not want a Yoshi Beat. Do not remove this channel.
![](https://i.imgur.com/AD8hqmV.png)
* Make sure to correctly set the Left and Right channels, by using the slider on the left.
1. Go to Edit -> "Preferences..."
2. In the "Import/Export" tab, make sure to use a custom mix is set for "When exporting tracks to an audio file".
3. Follow the Citric Composer steps in the Single Channeled BFSTM section.
### Adding new backgrounds (to themes that don't have one)
1. Make a copy of a background .szs file in that current directory
2. Export the output.bfres file from the .szs using Switch Toolbox.
* Right click `output.bfres` -> Archive -> Export Raw Data to File Location
3. Launch a hex editor application and open the output.bfres file you just exported.
4. Find every mention of the first two characters of the original file and replace them with any other two characters (except M1, M3, MW or WU).
5. Save your BFRES file
6. In Switch Toolbox, replace the output.bfres file in the new .szs with the new one you just edited
* Right click `output.bfres` -> Archive -> Replace Raw Data
7. At this point, make the edits to the background.
8. Rename the `.szs` file to the name you game it in the hex editor.
9. Within Switch Toolbox, open `/content/Static.pack`
10. Search for a file called "XX_SceneDB.byaml" (XX being your game style) and open it.
11. On the top bar, switch to the "Text Editor" tab.
12. Decompile the byaml file into a editable xml format.
13. Let's say I want to change the underground background. Where it says `????? `, replace ????? with the name of your szs file. (????? can be M0_DV_black, MW_DV_plain, etc.)
14. Compile the xml back into a byaml, and then save the edits by hitting the button on the bottom right.
15. Save your Static.Pack file.
### Editing Levels
#### Requirements
- A PC capable of running Python 3.5
- (Python 3.4 works but not recommended. For anything lower, uninstall other versions or at least remove them from PATH)
- PyQt5 for your Python version and CPU: [32-bit for Python 3.5](https://sourceforge.net/projects/pyqt/files/PyQt5/PyQt-5.6/PyQt5-5.6-gpl-Py3.5-Qt5.6.0-x32-2.exe/download) -- [64-bit for Python 3.5](https://sourceforge.net/projects/pyqt/files/PyQt5/PyQt-5.6/PyQt5-5.6-gpl-Py3.5-Qt5.6.0-x64-2.exe/download)
- The latest codebase of [PointlessMaker](https://github.com/aboood40091/PointlessMaker/archive/master.zip)
- Your tilesets in PNG form
- Your extracted course
- You can use [saveMii](https://github.com/GabyPCgeeK/savemii/releases/latest) to export your course (as well as import it once you're done)
#### Instructions
1. Extract the `PointlessMaker-master.zip` archive somewhere.
2. Place all your tileset images in the `PointlessMaker-master/tilesets/` folder
3. Double-click the `main.py` excutable or open a terminal window in the PointlessMaker folder, and enter the following: `python main.py`
### Memory Modding (Credits to Psycrow)
![](http://themindhero.com/smemod.png)
### Custom Clapboard
This is a tutorial on how to make your own custom Super Mario Maker clapperboards.
#### Requirements
- An image editing program
- Layout.pack (Located inside your Pack folder)
- Images that you want to replace the clapperboard with
- [Wexos Toolbox](http://wiki.tockdom.com/wiki/Wexos%27s_Toolbox) (Download on the right-hand side)
- [Switch Toolbox](https://github.com/KillzXGaming/Switch-Toolbox/releases)
#### Instructions
1. Open `Layout.pack` with Wexos Toolbox
2. Search for `Layout/Cmn_ClapperboardBtn_00.szs`
- `Edit` on the Toolbar => `Search` => Type the above => `OK`
3. Right-click the file and press `Export`
4. Navigate to where you want to save your file.
- NOTE: Before you press "Save", find the "File name" on the save window, & delete "Layout/" from the name. Wexos will **not** let you save until you do this.
5. Open the exported file & export the `.arc` file.
6. Open the exported `.arc` file and export the following files:
- `timg/KachinkoAO_00^t.bflim`
- `timg/KachinkoBeauty_00^t.bflim`
- `timg/KachinkoAO_01^t.bflim`
- `timg/KachinkoBeauty_01^t.bflim`
AO = Ambient Occlusion (Tells the file which parts are light, and which parts are dark. (Like the Edges))
Beauty = The Base Color Maps
7. Open `KachinkoAO_00^t.bflim` with Switch Toolbox, you should see this:
![](https://i.imgur.com/MLS0u8U.png)
8. Press `File` then `Export` on the Top, Left-Hand corner of the window.
- NOTE: There are two `File`s in Switch Toolbox, press this one:
![](https://i.imgur.com/O0sMLxw.png)
9. Save it as a PNG to wherever location you want
- Make sure the ending of the filename is `.png` not `.bflim`
10. Edit it with GIMP (Or any other image editing program) & make the entire image black.
![](https://i.imgur.com/tR4k3vZ.png)
11. Overwrite the image.
12. Open `KachinkoBeauty_00^t.bflim` with Switch Toolbox & repeat step 8.
13. Open the file with your image editing program & change it to look how you want it to.
![](https://i.imgur.com/kSRABKD.png)
14. Save the image then repeat steps 7 - 11 but with "KachinkoAO_01^t.bflim"
15. Repeat steps 12 - 13 but with "KachinkoBeauty_01^t.bflim"
![](https://i.imgur.com/yBN51Up.png)
16. In Switch Toolbox open `KachinkoAO_00^t.bflim` & press "File" then "Replace".
17. Navigate to the PNG & double-click it.
18. Save it as the settings shown here:
![](https://i.imgur.com/Jo132dX.png)
19. Press "OK", then "File", "Save" & Replace the original BFLIM.
20. Repeat steps 16 - 19, but with "KachinkoAO_01^t.bflim", "KachinkoBeauty_00^t.bflim", & "KachinkoBeauty_01^t.bflim"
21. Replace all 4 BFLIM's in "Cmn_ClapperboardBtn_00.arc" in Wexos Toolbox.
22. In Wexos Toolbox, export "blyt/Cmn_ClapperboardBtn_00.bflyt"
23. Open the BFLYT in Wexos Toolbox & Delete "P_PlateAO_00" & "P_BarAO_00" (Right click, then Remove)
![](https://i.imgur.com/TOJsDKy.png)
24. Save the BFLYT & Import into .arc
25. Save `.arc`
26. Replace `.arc` in `.szs`
27. Save `.szs`
28. Replace `.szs` in `Layout.pack` & Save `Layout.pack`
Done! You have successfully made your own Clapperboard.
![](https://i.imgur.com/fscKRjO.png)
### File System Documentation
- Sample Courses can be found at `content:/Course/`
- Thumbnails for these sample courses can be found at `content:/CourseThumbnail/`
- Data for these sample courses can be found at `content/Pack/CourseData.pack`
- The fonts are packed in the `szs` format and can found at `content:/Font`
- `[game-style]_NumberFont.bffnt` - The font used for game styles HUD elements
- `SpecialFont.bffnt`, `CountMario.bffnt`, `Block_NumberFont.bffnt` & `CountRanking.bffnt` - The Super Mario Maker Font
- `MessageFont.bffnt` - Used for messages
- `FontInfo.byml` - Has info telling the game what the font is and other info (to change definition)
- The layouts are in the szs format and can be found at `content/Layout` (Most of the layouts here are unused)
- `Boot_BootSceneXXX_00.szs` - Boot layouts for when you load into the game, depending on the day of the week.
- `Cursor.szs` - Wiimote Cursor (Unused).
- `E3_DebugMenuNormalBtn_00.szs` - Leftover button from the E3 2014 demo, back when the game was called Mario Maker.
- `E3_DebugMenuSelectBtn_00.szs` - Leftover (selected) button from the E3 2014 demo, back when the game was called Mario Maker.
- `image.jpg` - Image of Nikki from Swapnote (Leftover from SDK).
- `ItemIcon_00.szs` - Early Splatoon Weapon design
- Message files can be found at `content/Messages`
- The `content/Model` folder contains backgrounds, tilsets and amiibo costumes
- Tilesets follow a name structure of game style (M1/M3/MW/WU) + '\_field\_' + theme
- Backgrounds follow a name structure of game style (M1/M3/MW/WU) + '\_DV\_' + theme
- The `content/Pack` folder contains `.pack` files (a `.sarc` with a bunch of `.szs` files inside it) for a variety of things (springs, byamls, etc)
- `Edit.pack` - Contains layouts and graphics for the editor
- `Env.pack` - Lighting files
- `Layout.pack` - Misc. layouts that aren't included in other packs (including Splatoon layouts)
- `Lcl.pack` - Random Course World layouts.
- `NormalPlay.pack` - Contains everything needed during playing a course, beating a course, the course splash screen, and the title screen.
- `Nwk.pack` - Course World layout files.
- `Sound.pack` - Contains sound effects and sounds pertaining to music files.
- `Static.pack` - Pack containing Byaml (Enemy behaviors, tileset and background paths, etc..) files
- `StaticSkin.pack` - Pack containing sprites.
## Super Mario Maker for Nintendo 3DS
### Playing Mods (Nintendo 3DS Hardware)
1. Setup Luma3DS as your CFW of choice.
- If you have not yet modded your 3DS, follow [3ds.hacks.guide](https://3ds.hacks.guide)
2. On your SD card, place the modified files at `sdmc:/luma/titles/titleid/romfs`. The title ID used will depend on which version of Super Mario Maker you own.
* **JP**: 00040000001A0300
* **US**: 00040000001A0400
* **EU**: 00040000001A0500
3. Compare your file browser to the following:
![](https://cdn.discordapp.com/attachments/421929367229300736/534034577371561987/unknown.png)
4. When you boot your Nintendo 3DS, hold SELECT.
5. Be sure that "Game Patching" is enabled.
6. Hit START to save the modified configuration.
7. Launch Super Mario Maker for Nintendo 3DS.
### Playing Mods (Citra)
1. Within Citra, right click "Super Mario Maker for Nintendo 3DS" and hit "Open Mod Location"
2. In the window that just opened, make a new directory titled "romfs"
3. Place all the mod files inside.
### Editing Sprites & Tilesets
1. Dump your copy of Super Mario Maker for Nintendo 3DS.
- [For game cartridges](https://3ds.hacks.guide/godmode9-usage.html#dumping-a-game-cartridge)
- [For installed titles](https://3ds.hacks.guide/godmode9-usage.html#dumping-a-title)
2. Download the latest release of [Kuriimu](https://github.com/IcySon55/Kuriimu/releases/latest)
3. To edit sprites, launch `Karameru.exe`, select your `.bin` file and extract the `.ctpk` files from it.
4. Launch `Kukkii.exe` and select your CTPK file
5. Extract the textures and edit them using an image editor of your choice.
6. Hit the save icon on the top.
7. For editing sprites, launch `Karameru.exe`, select your `.bin` file and replace the `.ctpk` file inside the `.bin` file.
### Editing Music
#### Tools you will need
- [Audacity](https://www.audacityteam.org/download/)
- [Citric Composer](https://gota7.github.io/Citric-Composer/)
#### Creating a Single-Channeled BCSTM
1. Create a stereo music file in Audacity and export it as a .wav.
![](https://i.imgur.com/B1eLth4.png)
2. Inside Citric Composer, go to "Tools" and launch "Isabelle Sound Editor".
3. In the Sound Editor, go to "Edit", and click on "Import File".
* At this point, this is how it should look now:
![](https://i.imgur.com/r7w4r8z.png)
4. If you want your music to loop, check the loop checkbox, then set the loop start and loop end in samples.
![](https://i.imgur.com/Y05norW.png)
* If it's too difficult to do the above, you can set the loop start and loop end point in the track itself.
* The yellow line is the loop start point.
* The red line is the loop end point.![](https://i.imgur.com/LsJdfKo.png)
5. Set the BCSTM version to `2.3.1`.
6. Set the Output Encoding type to `DSP-ADPCM`.
7. Click on "Update Project Info".
* You can also save this as a project file
8. Export your BFSTM by going to "File" and clicking on "Export Binary".
9. Save your file as "CTR Stream"
#### Creating a Multi-Channeled BCSTM
To make multichanneled BCSTSMS, all you have to do is making the MONO channels.
* To create a mono channel, go to "Tracks" and click "Add new".
![](https://i.imgur.com/j404Sje.png)
SMW and NSMBU music have 4 channels:
* First Channel: Main theme (Left)
* Second Channel: Main theme (Right)
* Third Channel: Yoshi Beat (Left)
* Leave this blank if you do not want a Yoshi Beat. Do not remove this channel.
* Fourth Channel: Yoshi Beat (Right)
* Leave this blank if you do not want a Yoshi Beat. Do not remove this channel.
![](https://i.imgur.com/AD8hqmV.png)
* Make sure to correctly set the Left and Right channels, by using the slider on the left.
1. Go to Edit -> "Preferences..."
2. In the "Import/Export" tab, make sure to use a custom mix is set for "When exporting tracks to an audio file".
3. Follow the Citric Composer steps in the Single Channeled BCSTM section.
### Filesystem Documentation
- The UI code is written in Lua 5.0.3, and can be found here: `romfs:/UIX/Final/UIX/scripts`
- The Lua basic functions were found by Sono and are [documented](https://pastebin.com/Gu4X7AsP)
- Editor icons can be found at `romfs:/Palette/Icon/Textures`
- BFRES files can be found at `romfs:/Mush/`
- Use [Switch Toolbox](https://github.com/KillzXGaming/Switch-Toolbox/releases) to edit them
- Enemy Parameters can be found at `romfs:/Parameters`
- You could use any text editor to edit it.
- Sprite models can be found here: `romfs:/Models/[game-style]_DV_[theme].szs`
- Tileset Textures can be found here: `romfs:/Tiledata/[game-style]_field_[theme]_textures.ctpk`
- Background Textures can be found here: `romfs:/Textures/[game-style]_dv_[theme]_textures.ctpk`
- Messages are in the MSBT format and can be found here: `romfs:/MessagesC/[Region]/[Language]`
- Use [Kuriimu.exe](https://github.com/IcySon55/Kuriimu/releases/latest) to edit them.
- Fonts can be found over at `romfs:/Font`
- Sound Effects can be found over at `romfs:/Sound/sound_data.bcsar`
- Background Music can be found over at `romfs:/Sound/stream/[musicname].bcstm`
- Sprites textures can be found over at `romfs:/A2D`
- Layout Files can be found over at `romfs:/UIX/Final/UIX/Layouts/[layoutname].arc`
- Lighting for the New Super Mario Bros. U game style can be found over at `romfs:/A3D`
### Editing Levels
#### Requirements
- A PC capable of running Python 3.5
- (Python 3.4 works but not recommended. For anything lower, uninstall other versions or at least remove them from PATH)
- PyQt5 for your Python version and CPU: [32-bit for Python 3.5](https://sourceforge.net/projects/pyqt/files/PyQt5/PyQt-5.6/PyQt5-5.6-gpl-Py3.5-Qt5.6.0-x32-2.exe/download) -- [64-bit for Python 3.5](https://sourceforge.net/projects/pyqt/files/PyQt5/PyQt-5.6/PyQt5-5.6-gpl-Py3.5-Qt5.6.0-x64-2.exe/download)
- The latest codebase of [PointlessMaker](https://github.com/aboood40091/PointlessMaker/archive/master.zip)
- Your tilesets in PNG form
- Your extracted course
- You can use [OCDM](https://puu.sh/Cmtk5/09c496d6b7.cia) to export your course (as well as import it once you're done)
#### Instructions
1. Extract the `PointlessMaker-master.zip` archive somewhere.
2. Place all your tileset images in the `PointlessMaker-master/tilesets/` folder
3. Double-click the main.py excutable or open a cmd window in the PointlessMaker-master/ folder, and enter the following: `python main.py`
## Super Mario Maker 2 (Nintendo Switch)
### Playing Mods (Nintendo Switch Hardware)
1. Set up your switch for Custom Firmware with atmosphere.
- If you have not done so already, follow [the Nintendo Homebrew guide](https://nh-server.github.io/switch-guide/).
2. Create a folder titled `01009B90006DC000` at `sd:/atmosphere/contents/`.
3. Place all your modified files there.
4. Load up atmosphere and then launch Super Mario Maker 2!
### Playing Mods (Yuzu)
1. Within Yuzu, right click Super Mario Maker 2 and select "Open Mod Data Location".
2. In the new folder that appeared, make a folder with the title of your mod.
3. Inside the newly created folder, make another folder titled "romfs"
4. Place your modified files inside this romfs folder
5. Within Yuzu, right click on the game and hit Properties
6. Make sure your mod is enabled by hitting the checkbox.
### Editing Sprites & Tilesets
#### Instructions
1. If you haven't gotten one already, please dump your copy of Super Mario Maker 2
2. Download and extract the latest version of [Switch Toolbox](https://github.com/KillzXGaming/Switch-Toolbox/releases)
3. If you're editing a sprite, open `XX_Model.pack` in Switch Toolbox, where XX is the game style
- Here's a documentation of all the ZS files in [StaticSkin.pack](https://pastebin.com/hZmD8WUs) (not updated for SMM2 yet)
4. Within Switch Toolbox, open the ZS file you'd like to edit.
5. Inside the ZS file, open `output.bfres`.
6. In the textures folder, you should see one or more images. Open the texture you'd like to edit.
7. On the toolbar on the top, hit "Edit" and hit "With External Program".
- Make your edits to the textures. You could use any image editor, but we recommend [Paint.NET](https://www.getpaint.net/).
8. Hit `CTRL + S` to save the image.
#### Notes
- Tilesets & Backgrounds are in `romfs/model`
- Tilesets follow a name structure like `M1_field_plain.Nin_NX_NVN.zs`
- Backgrounds follow a name structure like `M1_DV_plain.Nin_NX_NVN.zs`
- ZS files for sprites are in `romfs/Pack/XX_Model.pack/StaticSkin`, where XX is the game style
### Editing Music
Different game styles have a different number of tracks and channels. Refer to this list to see how many tracks and channels the game style you're trying to edit has.
1. Load up the music in [Audacity](https://www.audacityteam.org/download/).
2. Refer to the table above for what to do based on the game style you're editing for
- If the original `.bwav` uses 2 channels (has 1 track) add your music file to the current scene 1 time.
- If the original `.bwav` uses 4 channels (has 2 tracks) add your music file to the current scene 2 times.
- If the original `.bwav` uses 14 channels (has 7 tracks) add your music file to the current scene 7 times.
3. Select each channel ("Select" -> "All").
4. Normalize every selected track to a dB of -16.0 ("Effect" -> "Normalize")
5. Set the "Project Rate (Hz)" to 48000
6. Export your music as a "WAV (Microsoft) signed 16-bit PCM" ("File" -> "Export")
7. Inside [Citric Composer](https://gota7.github.io/Citric-Composer/), launch "Isabelle Sound Editor" ("Tools" -> "Isabelle Sound Editor")
8. Inside Isabelle Sound Editor, select the "WAV (Microsoft) signed 16-bit PCM" file we created earlier from Audacity.
9. Expand the "Channels" tree, and make sure that the amount of channels that exist are correct to the number of channels that should exist.
10. Check the loop checkbox, then copy the "Loop Start" value replace the "Original Loop Start" value with it.
11. Set the BWAV version to `1.1.0`.
12. Set the Output Encoding type to `DSP-ADPCM`.
13. Click on "Update Project Info".
- You can also save this as a project file
14. Export your BWAV by going to "File" and clicking on "Export Binary".
15. Save your file as "NX Stream"
#### Making Prefetch Files
1. Within [Switch Toolbox](https://github.com/KillzXGaming/Switch-Toolbox/releases), open the `romfs:/Pack/Static.pack` file.
2. Dock the search list ("View" -> "Dock Search List")
3. Search for the file you want to edit (Example: `M1_Enemy_kutsu_kuriboA.byml`)
4. Select the file, and you should see the contents appear in the `File Editor` display on the right of the window.
- Here is an example of the decoded byml file `M1_Enemy_Kuribo.byml`:
```yaml
Version: 4
IsBigEndian: False
SupportPaths: False
HasReferenceNodes: False
root:
!h dcbddcb8:
!h 1b7484e8: 1.00000
!h 274c6a81: -21.00000
!h 293d2c07: false
!h 46c0e8be: -34.00000
!h 543aade0: 1.00000
!h 5fa7149a: 8.00000
!h 6471ed6b: -8.00000
!h 7f5697d3: 1.00000
!h 910f99b: 1.00000
!h b896b6e2:
!h 2da3d56b: {!h 1ed5694: 1.00000, !h 6404e56c: walk, !h 808d2d72: 1.00000}
!h 2e7ecc8e: {!h 1ed5694: 1.00000, !h 6404e56c: swim, !h 808d2d72: 1.00000}
!h b09697d: {!h 1ed5694: 1.00000, !h 6404e56c: kutsu, !h 808d2d72: 1.00000}
!h b43cbec2: {!h 1ed5694: 1.00000, !h 6404e56c: edit_drag, !h 808d2d72: 1.00000}
!h d675fc4d: {!h 1ed5694: 1.00000, !h 6404e56c: walk, !h 808d2d72: 1.00000}
!h dc4fc3b0: {!h 1ed5694: 1.00000, !h 6404e56c: damage, !h 808d2d72: 1.00000}
!h dddc2cdb: {!h 1ed5694: 1.00000, !h 6404e56c: walk, !h 808d2d72: 1.00000}
!h bc95a216: !l 1
!h bdbeaf8d: 2.00000
!h db47d925: -24.00000
!h e534b05e: -36.00000
!h f677511e: -50.00000
!h fea17fb7: 8.00000
```
5. Expand the tree once and click the "`dcbddcb8 : 0`" node.
6. Right-click on the node you want to edit, then click "Edit".
7. Edit the value as you like, then hit Ok.
8. Click the "Save" button in the `File Editor` display to save the byml file, then hit `CTRL + S` to save the archive.
## Old Wii U FS Doc
(More detailed documentation coming soon.)
CourseThumbnail - Contains the thumbnail files for the courses.
Font - Contains the szs file that contains font files.
M1_NumberFont.bffnt - SMB1 font
M3_NumberFont.bffnt - SMB3 font
MW_NumberFont.bffnt - SMW font
WU_NumberFont.bffnt - NSMBU font
SpecialFont.bffnt - SMM font
CountMario.bffnt - SMM font, again.
Block_NumberFont.bffnt - SMM font, yet again.
CountRanking.bffnt Yet another SMM font.
MessageFont.bffnt - message font.
FontInfo.byml - Has info telling the game what the font is and other info.
Layout - Contains layout files. (Mainly unused, though.)
Boot_BootSceneXXX_00.szs (XXX is Sun-Sat) - Boot layouts for when you load into the game.
Cursor.szs - Wiimote cursor (Presumed to be unused)
E3_DebugMenuNormalBtn_00.szs - Leftover button from the E3 2014 demo.
E3_DebugMenuSelectBtn_00.szs - Leftover (selected) button from the E3 2014 demo.
image.jpg - Leftover from SDK (Image of someone from Swapnote.)
ItemIcon_00.szs - Early splatoon weapons (Almost every one of them have differences from their final version)
LEnd_WorldClearTelop_00.szs - Likely unused and from E3 2014\. If not, it's a layout for finishing the 10/100 Mario Challenge.
LWM_PlayBtn_01.szs - A start button for the 10/100 Mario Challenge.
LWM_WorldMap_00.szs - Used for the 10/100 Mario Challenge.
LWM_WorldMapCastle_00.szs - Used for the 10/100 Mario Challenge.
LWM_WorldMapCourse_00.szs - Used for the 10/100 Mario Challenge.
LWM_WorldMapKuribo_00.szs - Used for the 10/100 Mario Challenge.
LWM_WorldMapMario_00.szs - Used for the 10/100 Mario Challenge.
MessageTest_00.szs - Leftover message (Likely from Splatoon, images aren't there however).
MessageTest_01.szs - Leftover message (Likely from Splatoon, images aren't there however).
PauseBtn_00.szs - Leftover pause button from Splatoon (Might be an early version).
Test_ActorBtn_00.szs - Leftover asset from the E3 2014 demo.
Test_PointGet_00.szs - Leftover asset for getting points/1 up from the E3 2014 demo.
Message - Contains the message files.
Model - Contains backgrounds, tilesets, and amiibo costumes.
DV - Background
Field - Tileset
Pack - Contains pack files with different types of files.
CourseData - Contains info about the sample courses.
Edit - Contains layouts and graphics for the editor.
Env - Contains files related to lighting.
Layout - Misc. layouts that aren't included in other packs (Some Splatoon layouts are in here!).
Lcl - Random layouts for Course World.
NormalPlay - Contains everything needed during playing a course, beating a course, the screen to get to the course, and the title screen.
Nwk - Layout files for Course World.
Sound - Contains sound effects and sounds pertaining to music files.
Static - Contains byaml files.
StaticSkin - Contains sprites for enemies, items, objects, and the player.
System - Contains files related to interpreting shaders and layouts. (Possibly unused?)
UI_Boot_Sound - Contains all the UI sounds (including the editor), boot sounds, and some course world sounds.
FieldEnv_Normal - Contains blocks for the ground themes.
FieldEnv_Dark - Contains blocks for the underground themes.
FieldEnv_Water - Contains blocks for underwater themes.
FieldEnv_Yogan - Contains blocks for castle themes.
Sound - Contains music and amiibo costume SFX.
(More detailed documentation coming soon.)
Important Notes :
_A means variation acc. to mega mario.
_mega means the item has mushroom applied to it.
_mini means if they have a smaller version (blooper,etc).
_jr means essentially the same thing as _mini.
_fire means it has fire flower applied to it.
_D will be applied to the name if the item/enemy has an another variant.
black = Black Tile
tutorial = Tutorial Background
XX_Enemy :
blackpakkun = Muncher
bombhei = Bob-omb
bros = Hammer Bros.
bubble = Podoboo
choropoo = Monty Mole
dossun = Thwomp
firepakkun = Venus Fire Trap
fishbone = Fish Bone
gesso = Blooper
hanachan = Wiggler
jugem = Lakitu
kameck = Magikoopa
karon = Dry Bones
killer = Bullet Bill
killer_houdai = Bill Blaster
koopa = Bowser
koopa_clown = Clown Car
kuribo = Goomba
kutsu_kuribo = Goomba's Shoe (A = Normal & B = Heel)
met = Buzzy Beetle
necchi = Stretch (Boo Appearing from the floor )
nokonoko = Koopa Troopa (A = Green & B = Red)
paipo = Falling Spiny
pakkun = Pirhana Plant
poo = Rocky Wrench
pukupuku = Cheep Cheep (A = Green & B = Red)
senkan houdai = Cannon
teresa = Boo
togemet = Spiketop (A = Red & B = Blue)
togezo = Spiny
wanwan = Chain Chomp
XX_Item :
Charakinoko = Mystery Mushroom
kinoko = Mushroom
flower = Fire Flower
flower2 = Fire Flower & Mushroom
kinokofunny = Weird Mushroom
Mega kinoko = Classic Mega Mushroom
Mega kinoko2 = Modern Mega Mushroom
star = Super Star
XX_Object_block :
chikuwa = Donut Block
hatena = Question Block
kara = Used Question Block
katai = Breakable Block
kori = Ice Block
kumo = Cloud Platform
block_onpu = Note Block (White)
pow = Pow Block
renga = Brick Block
toumei = Winged Invisible Block
tuta = Vine emerging from block
XX_Object :
burner = Burner
coinrotate = Rotating Coins
daikonbou = Skewer
door = Door
firebar = Firebar Block & Fireball
Goalpole = Goal Pole
hanatari = One Way Wall
jumpstep = Springboard
key = Key
lift = Independent Platforms (Orange & Blue) {"_rail = On track" ; "_fall = falling"}
liftyougan = Skull Platforms (1 = White ; 2 = Blue)
magma = Castle Lava
middleflag = Checkpoint
ono = Ending Castle in Castle Theme
peach = Princess Peach
pswitch = P-Switch
saw = Saw
startblock = Temporary Editor Block Sprites
tower = Ending Castle
yajirushi = Arrow
Number of Tracks (Each Track contains 2 mono channels, left + right) |
Where this plays |
---|---|
7 tracks 14 mono channels |
Edit Themes
|
1 track 2 mono channels |
Play Themes
|
2 tracks 4 mono channels 2nd track/3rd and 4th channels is for the Yoshi beats |
Play Themes
|
A Windows machine is required to run this tool.
1. Drag your file onto [`BWAVPrefetchGen.exe`](https://github.com/Gota7/BWAV-Prefetch-Generator/releases/latest/download/BWAVPrefetchGen.exe) to create the prefetch file.
2. Within [Switch Toolbox](https://github.com/KillzXGaming/Switch-Toolbox/releases), open the `romfs:/Pack/StaticHighFreqSound.pack` file.
3. Dock the search list ("View" -> "Dock Search List")
4. Search for `CourseSceneBGM_XX.bars`, where XX is the game style (Refer to the table above)
5. Expand the file, then search for the name of the original .bwav file.
6. Right-click the file and press `Replace`, then choose the prefetch file.
7. Hit `CTRL + S` to save the file.
#### Creating Custom SFX Without Looping
1. Open the converted `.bwav` in a hex editor.
- We recommend using HxD.
2. Move to the 0x4C offset in the `bwav`.
3. Fill in 4 bytes with `FF`.
### Editing mRideCloudScale & mRideClownScale For Enemies, Items & Objects
Node | What it represents | Value Explainations + Options |
---|---|---|
1b7484e8 | mRideCloudScale | Changes the enemy scale when inserted into a Cloud Default: 1.00000 |
543aade0 | mRideClownScale | Changes the enemy scale when inserted into a Clown Car Default: 1.00000 |
bc95a216 | mFlag | This changes the behavior of the enemy's texture when they collide with a wall:
|