Editing the Original Maps

Credits: Nin0, Danster64

Overview
Worldmaps in the NSMB series (bar NSMBDS) follow a consistent system with slight variations in each game. In NSMBW, a Worldmap is divided into 3 parts: The  file containing the model (ex. CS_Wx.arc), and the 2+   files for the paths and the routes inside the.

Right now, Worldmaps in the base game are held back by various hardcodes, the knowledge barrier of its system, the needing to knowing how to model, and the currently limited tools for proper model importing. It's not lenient or straightforward like the Koopatlas Worldmap system, so it's suggested to use NewerSMBW as a base for your mod if you intend on creating custom Worldmaps. Regardless, with a bit of effort, NSMBW's system is still accessible enough to make simple Worldmaps.

Editing the RouteInfo.arc
You can import, export and replace files from the RouteInfo.arc with SZS Explorer from CTools or U8Mii from Wii.cs (BrawlBox doesn't properly support modifying the filesystem). From there, you can edit the csv's themselves with a text editor. Each pair of csv files are in a folder for their respective world.

Every world has at least one  and one , which are in "Comma Separated Values" format. If the world has multiple segments, the csv's will be named  and   respectively. x represents the world number (1-9), whereas y is the differentiator between the different segments (a-f). It's interesting to note that a world with only one segment can follow the multiple segment naming pattern. For example, World 2's files are named,   and   inside its arc file. This goes for World 6 as well, even though World 3 is the only one that does (and can) have two segments in the game.

Points, Paths and Routes
Points are the spots on the map Mario walks to. Routes are individual straight lines Mario walks on connecting two points. Paths are two important points put together. Paths often include multiple routes within them, but only mention the starting important point and the ending important point.

...I'm gonna expand on this section (and others) later. -Danster

Each route consists of 9 characters. The first one is always a 'R', which most likely stands for route. The next four characters describe the start node and the last for the target node:

R + XXXX + YYYY

R = route, XXXX = from, YYYY = to

Nodes starting with a 'W' are world specific. After the 'W' follows the world the node is in, e.g.: W1S0 is the start node for world 1

Normal levels also have nodes, with the first two characters being a 'W' followed by the number of the world. The last to characters simply are the number of the level, e.g.: W101 is level 1 of world 1.

Some routes do not follow a straight line, which means that multiple nodes are required in a single path from one level or a specific node to another. Since the player is not supposed to stop at each of these nodes, as is the case with nodes beginning with 'F', there are additional nodes beginning with 'K '.

Some of the nodes starting with 'F' belong to the mini games of their respective world.

Point Names

 * x is 1-9
 * y is 0-9
 * z is 0-9, A-F
 * "Broken level slots" are nodes that displays as a red uncompleted level on the map, but can't be entered on the worldmap. They are always red regardless of whether the path towards it has been unlocked or not.

The Point Tables
The point tables list and define the important points and paths on the map. The points can have flags assigned to them. Level points are listed here to define what other points/paths are unlocked after level completion. Below lists the format of a point table along with examples from World 1, then 7 and then 9. Notes:


 * Most level points don't specify what other courses are unlocked when completed. This is because the unlocked paths also handle unlocking everything within them including the levels themselves
 * Starting points on the map automatically unlock every path listed in its column
 * There are some paths with unique names that have hardcoded properties
 * The 6th column is assumed to be for flags unlocked after the secret exit is reached, but there aren't any examples from the original game. It may just be an empty column
 * Unlike level points, F points don't need to be mentioned in the point table. When they are, they typically have flags associated with them, like "stop" (for stopping Mario) or an enemy flag like "kuribo" (for Goombas in World 1).

Below you can find the path tables from the original game for reference:

The Route Tables
The route tables list every route Mario can walk across on the map, along with the animation he does while traversing it.

Below you can find the route tables from the original game for reference:

Editing Route Animations
In column 2 of the route tables you can find the animations used for each path. You can change them as shown in the picure. Below you can find a list of the animations found in the original route tables and their translations.

Fun Facts
When you load NSMBW, you can see these OSReports about 4 point tables being missing from the : This is because the game is coded to always try and load additional point tables for any world with the multiple segment naming scheme, and any world after World 9. If you were to, say, add a  and a , the OSReport would just complain about   and   not being found.

With that said, this suggest that a World A may have been considered but then scrapped during development of the game. Unfortunately it seems additional codehacks would need to be applied to get a World A to properly work in-game.