Wiki Page -- Super Mario Maker |
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This is The Ultimate Mario Maker Modding Guide, a collaboration of the community to help you and others. There have been many attempts to make a full, complete modding guide but they all fell short in some way or another. It's time to make the definitive modding guide, for players, and makers. - The Basics - To start playing mods, you'll need.. 1. Either a Wii U, 3DS, Pre-July 2018 Switch or a decently powerful computer. 2. An SD card of at least 4gb (if playing on a Wii U, 3DS, or Switch.). 3. Basic computer abilities. - Modding Your System - Wii U - https://wiiu.hacks.guide/ 3DS - https://3ds.hacks.guide/ Switch - https://guide.sdsetup.com/ - Making Your Mod - How To Edit Graphics (For Wii U) Tools you'll need. - Switch Toolbox : Switch Toolbox Download - Image-editing program : I use paint.NET personally. - Super Mario Maker Dump ( SMM Dumping Guide ) Additional Information. - Tilesets & Backgrounds are in content/model - Tilesets follow a name like M1_field_plain.szs - Backgrounds follow a name like M1_DV_plain.szs - SZS files for sprites are in content/pack/StaticSkin.pack/StaticSkin - Link to StaticSkin.pack documentation - https://pastebin.com/hZmD8WUs Step One. (Sprite Editing Only) - Open StaticSkin.pack, click the view tab in switch toolbox and press sort. - Search for the SZS you want to edit, and double click it to open it. Step Two. - Open the SZS in Switch Toolbox - You should see "output.bfres". Double click it to open it. Step Three. - In the textures folder, you should see one or more images. Right click the textures folder and export all textures in png format. - Modify the png files it outputs however you like. Step Four. - When you're finished, save each png file. No specific settings are needed. - In Switch Toolbox, right click the image you want to replace in the bfres file's texture folder and click replace. Step Five. - Select the new png file. Make sure the settings, format, and mipmaps are the same as the original. - When step four is complete, press CTRL+S to save the file. You're done! That's how you edit sprites / tilesets. What you need - ctpktool - Windows 1. Download and extract the zip file. 2. Place your ctpk file in the same directory. 3. Open command line to that directory 4. Type the following (with replacing "file.ctpk" with the file name):
5. Now you can do your edits to the generated PNG without changing the resolution. Also, do not touch the XML file unless noted. 6. Once you are done with the edits, type this (with replacing "folder" with the folder that was made):
7. Enjoy How To Edit Graphics (For SMM2) Tools you'll need. - Switch Toolbox : Switch Toolbox Download - Image-editing program : I use paint.NET personally. - Super Mario Maker Dump (GUIDE WORK IN PROGRESS) Additional Information. - Tilesets & Backgrounds are in romfs/model - Tilesets follow a name like M1_Field_plain.Nin_NX_NVN.zs - Backgrounds follow a name like M1_DV_plain.Nin_NX_NVN.zs - ZS files for sprites are in romfs/Pack/XX_Model.pack/StaticSkin (XX = M1, M3, MW, WU, 3W) - Link to StaticSkin.pack documentation - https://pastebin.com/hZmD8WUs (Not updated for SMM2 yet!) Step One. (Sprite Editing Only) - Open XX_Model.pack, click the view tab in switch toolbox and press sort. - Search for the ZS you want to edit, and double click it to open it. Step Two. - Open the ZS in Switch Toolbox - You should see "output.bfres". Double click it to open it. Step Three. - In the textures folder, you should see one or more images. Right click the textures folder and export all textures in png format. - Modify the png files it outputs however you like. Step Four. - When you're finished, save each png file. No specific settings are needed. - In Switch Toolbox, right click the image you want to replace in the bfres file's texture folder and click replace. Step Five. - Select the new png file. Make sure the settings, format, and mipmaps are the same as the original. - When step four is complete, press CTRL+S to save the file. You're done! That's how you edit sprites / tilesets. - Playing Your Mod - How to play SMM Wii U mods. (Originally by pablobro18, updated by Buntendo.) 1. Download SDCafiine and extract it 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. Wii U US - 000500001018DC00 Wii U EU - 000500001018DD00 Wii U JP - 0005000E1018DB00 3. Inside the Title ID folder, make yet another new folder. You can name this the mod's name if you'd like. 4. Make a folder called content inside it and extract the mod files into it. 5. Boot the Homebrew Launcher using your preffered method, and then load SDCafiine. 6. Launch Super Mario Maker. How to play Super Mario Maker for Nintendo 3DS mods using Luma3DS! Step 1: Make sure you have Luma3DS installed! ( This guide should be helpful: https://3ds.hacks.guide/ ) Step 2: Remove the SD Card from your 3DS system and put it in your PC. Step 3: Place your mod files in <sdcardname>\luma\titles\<titleidhere>\romfs Title IDs JP - 00040000001A0300 US - 00040000001A0400 EU - 00040000001A0500 It should look something like this. (Maybe not exactly but at least similar.) Step 4: Eject your SD Card from your PC and put it in your 3DS system. Step 5: Make sure you have game patching enabled, then press START to save. ( To check, hold select upon booting your 3DS system. ) Step 6: Open Super Mario Maker for Nintendo 3DS. Step 7: You should be finished! Congratulations. If there are any errors, please let me know. (Hidden Step 8: To play normal SMM3DS, turn off game patching.) Requirements: 1. Nintendo Switch 2. Laptop/Computer/etc. 1. Download the latest atmosphere release and drag the contents to the root of your microSD Card. 2. Go to atmosphere/titles/ and make a new folder called "01009B90006DC000". Inside that folder, make a new folder called "romfs". If the mod archive file has a romfs folder, drag the contents of it inside romfs. If the archive has no romfs, instead just Model, Pack, etc, drag the contents into romfs. 3. Eject your microSD Card and insert into your Switch. 4. Inject fusee-primary, then launch Super Mario Maker 2! If all goes well, you should have mods! To use a mod on Cemu, open the graphics pack folder and create a new folder. The folder needs to be called SuperMarioMaker_xxxxx. xxxxx can be replaced with the name of your mod, but it cannot have spaces. Inside that new folder, create a new text document called rules.txt. Copy the following in: [Definition] titleIds = 000500001018DB00,000500001018DC00,000500001018DD00 name = An Awesome Name! path = "Super Mario Maker/Mods/A Cool Mod" description = A mod that changes the game to be cool. version = 3 Change the name, path, and description to your liking. Now, make a new folder and call it content. Your mod goes in there. For example, a custom tileset would go into Cemu like this: <cemu folder>\graphicPacks\SuperMarioMaker_CustomTileset\content\Model\WU_Field_plain.szs - Resources - Wii U US - 000500001018DC00 Wii U EU - 000500001018DD00 Wii U JP - 0005000E1018DB00 3DS US - 00040000001A0400 3DS EU - 00040000001A0500 3DS JP - 00040000001A0300 Switch - 01009B90006DC000 M1 = SMB1 M3 = SMB3 MW = SMW WU = NSMBU 3W = SM3DW Tools File Explorer - Switch Toolbox Image Editor - Paint.NET Text Editor - Kuriimu Course Editor - PointlessMaker Music Converter - LoopingAudioConverter Tutorials How to fix bonus music and other themes. - https://mariomods.net/thread/503-bameta-edit (By Otomo) How to make custom normal maps. - https://mariomods.net/thread/711-how-to-make-custom-normal-maps (By The Mario Modder) How to add backgrounds. - https://mariomods.net/thread/481-how-to-add-backgrounds (By Buntendo) How to run PointlessMaker - https://mariomods.net/thread/469-how-to-run-pointlessmaker (By Samplasion) Memory Modding basics - http://themindhero.com/smemod.png (By Psycrow) Modding Information Course - Contains szs files that contain the sample course files. (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 Tools File Explorer - Switch Toolbox Image Editor - Paint.NET Text Editor - Kuriimu Course Editor - PointlessMaker Music Converter - LoopingAudioConverter Tutorials How to convert 3DS byamls - https://mariomods.net/thread/474-how-to-convert-3ds-byamls (By Samplasion) Modding Information - Firstly, some the 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 listed here - The icons for the editor can be found here: romfs\PaletteIconTextures\ - The sprite textures and animations can be found here: romfs\Models\[game]_DV_[theme].szs - The tileset files can be found here: romfs\Tiledata\[game]_field_[theme]_textures.ctpk - The backgrounds can be found here: romfs\Textures\[game]_dv_[theme]_textures.ctpk - Messages can be found here: romfs\MessageC\[Region]\[Lanuage] - Fonts can be found here: romfs\Font\ - Game Icon can be found here: romfs\Icons - Soundeffects can be found in: romfs\Sound\sound_data.bcsar - Background music can be found in: romfs\Sound\stream\musicname.bcstm - Layout files can be found in: romfs\UIX\Final\UIX\Layouts\[layoutname].arc - The lighting files for the NSMBU themes can be found at romfs\A3D\ This guide will be updated as the modding scene develops and as new information comes. Nothing here is final and is subject to change eventually. If you have anything you want me to add, contact me through MMM's discord server or through MMM pms. Mario Making Mods, this guide, and the mods created from this guide's contents are not affiliated or endorsed by Nintendo. |