Changing the Game Interface

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This page focuses on editing the game's interface and menus, while the majority of these tutorials focuses on modding the layouts in NewerSMBW, most of this will still apply to the retail NSMBW. Keep in mind that NSMBW may have different or outright missing panes compared to NewerSMBW's layouts.

If you can't figure out the name of a pane in the layout, you can open the layout's .arc file with Switch Toolbox, which allows you to select the elements and see their names. However, it's not recommended to actually edit the layout using this tool.

NOTE: The majority of these tutorials were done on a Windows PC. Some of these tutorials also expect you to have some basic knowledge with using the Windows Command Prompt, as well as switching to directories using the cd command. If you don't know how to do this, look it up.

Tips and Miscellaneous Info

If you're changing text strings in a layout and the text doesn't change, then the text in-game is likely pulled from the game's .bmg file, see the Game Text Editing tutorial to edit these strings.

Using Benzin

Benzin is a tool that can convert .brlyt (Binary Revolution Layout) files into easily editable .xmlyt files. This section of the page will explain how to use Benzin, because it's used in the majority of the tutorials here.

Step 1

As an example, we'll be changing the background gradient of NSMBW's controller information screen. The controllerInformation.arc file is located in the /Layout/controllerInformation folder.

Once you locate the controllerInformation.arc file, open it with your U8 .arc file archive editor (BrawlBox is recommended for this). After opening the .arc file with BrawlBox, double-click on the arc folder (or press the small + icon next to it), then do the same on the blyt folder. There will be a file in the folder named controllerInformation_07.brlyt. Right-click on the file and click Extract, then save the file in the same directory where Benzin is located.

Step 2

Open the Windows Command Prompt (to open it, either type cmd into the search bar of the Start Menu or open "Run" by hitting ⊞Windows-R on the keyboard and type cmd), then use the cd command to switch to the directory where Benzin is located. The usage for the command is like the below (where <path> is the path to the directory where Benzin is in):
cd <path>
For example, if Benzin is in your Downloads folder, the path will be similar to:
cd C:\Users\%USERNAME%\Downloads\Benzin
Once that is done, type benzin in the Windows Command Prompt and hit Enter on the keyboard, then it should print a message like this:
Please use ./benzin r brlytfilename.brlyt xmlytfilename.xmlyt
                                - OR -
Please use ./benzin m xmlytfilename.xmlyt brlytfilename.brlyt

If it doesn't, check to make sure Benzin is in the directory, and that you did the cd command correctly.

NOTE: On Windows 10 and later, if you get a FAST_CWD pointer computing error, delete the existing cygwin1.dll file in the directory where Benzin is located and rename the cygwin1.win10.dll file to cygwin1.dll, then try running the command again.

Alternative method of opening the Windows Command Prompt

Instead of opening the Windows Command Prompt and using the cd command, open the Windows Explorer and simply just navigate to the folder Benzin is in, then click on the bar near the top of the screen where the folder path is. Type cmd into it and hit Enter.

This opens a new Command Prompt window that's already in that directory.

Step 3

In the Windows Command Prompt, type the below (where <filename> is the name of the .brlyt file in the folder):
benzin r <filename>.brlyt <filename>.xmlyt
To convert our layout, type the following command:
benzin r controllerInformation_07.brlyt controllerInformation_07.xmlyt

Once that's done, the .xmlyt file should appear in the folder. Open it with an XML or text editor (PSPad is recommended for this). Don't close the Windows Command Prompt yet, we'll be using it later.

Step 4

In the .xmlyt file, go to line 408, and you should see the text below:
<material name="P_base_00" />
<colors>
  <vtxColorTL r="ff" g="ff" b="ff" a="ff" />
  <vtxColorTR r="ff" g="ff" b="ff" a="ff" />
  <vtxColorBL r="aa" g="be" b="f5" a="ff" />
  <vtxColorBR r="aa" g="be" b="f5" a="ff" />
</colors>

The four indented lines in the <colors> tag controls the colors of the background pane. Each line controls a different section of the pane, TL is the top-left corner, TR is the top-right, BL is the bottom-left corner, and BR is the bottom-right corner. The colors will automatically transition into the others smoothly, making a gradient instead of a sudden change in color.

As an example, we'll be changing the white/blue color into a yellow/blue color. The colors are in a hexadecimal (hex) format, which a range from 00 to ff (255). An easy way to get colors for this is to use Google's Color Picker. When you've selected the color you want, look at the hex value below to get that color's hex code, it will look something like #ffffff. The first two values correspond to Red, the second two correspond to Green, and the last two correspond to Blue. For this, the hex value is #f5f5aa, so in the .xmlyt file, it will look like the following:
<vtxColorTL r="f5" g="f5" b="aa" a="ff" />

The Alpha value controls the opacity, so it doesn't need to be edited here.

Once you're done editing the colors, it should look something like the text below:
<material name="P_base_00" />
<colors>
  <vtxColorTL r="f5" g="f5" b="aa" a="ff" />
  <vtxColorTR r="f5" g="f5" b="aa" a="ff" />
  <vtxColorBL r="aa" g="f5" b="f5" a="ff" />
  <vtxColorBR r="aa" g="f5" b="f5" a="ff" />
</colors>

Step 5

When you're done with your edits, save the .xmlyt file, and go back to the Windows Command Prompt. Type:
benzin m <filename>.xmlyt <filename>.brlyt

Just like with the previous command, make sure the filenames are exactly the same. Ensure that you put m in the command, as Benzin will reconvert it incorrectly if you don't.

For our .xmlyt file, the command will be:
benzin m controllerInformation_07.xmlyt controllerInformation_07.brlyt

In BrawlBox, go back to the controllerInformation.arc file, right-click on the .brlyt file, and click Replace, then replace it with your newly-modified .brlyt file. Save the .arc file, then test your edits in-game:

The background was recolored on the controller information screen.

Controller Information Screen (Wii Remote Sideways)

The controller information screen is the second screen shown in-game, right after the wrist strap screen. It shows how to hold the Wii Remote while playing the game. In NewerSMBW, the version text is present at the bottom of the screen.

Editing the Version Text (NewerSMBW Only)

Requirements

  • A U8 .arc file archive editor (BrawlBox is recommended)
  • Benzin
  • Any XML or text editor
  • UTF-16 string to hex converter (use this website here)
  • The file controllerInformation.arc:
    • For NewerSMBW: located in /Others
    • For NSMBW: located in /Layout/controllerInformation

Step 1

Open the controllerInformation.arc file with BrawlBox, and extract the controllerInformation_07.brlyt file (in the blyt folder).

Step 2

Use Benzin to convert the .brlyt to an .xmlyt file. Open the .xmlyt file with your XML or text editor, and search for these lines below. Delete the hex values entirely inside the 2 <text> tags (where the --> <-- arrows are pointing):
  --> <text>004e00450057004500520020005300750070006500720020004d006100720069006f002000420072006f0073002e0020005700690069000a00560065007200730069006f006e00200031002e00330030000a007700770077002e006e0065007700650072007400650061006d002e0063006f006d002c002000520056004c007500740069006f006e00200046006f00720075006d00730000</text> <--
</tag>
<tag type="pas1" />
<tag type="txt1" name="VersionInfo" userdata="">
  <visible>01</visible>
  <WidescreenAffected>00</WidescreenAffected>
  <flag>00</flag>
  <origin x="Center" y="Center" />
  <alpha>ff</alpha>
  <padding>00</padding>
  <translate>
    <x>-3.0000000000000000000000000</x>
    <y>3.0000000000000000000000000</y>
    <z>0.0000000000000000000000000</z>
  </translate>
  <rotate>
    <x>0.00000000000000000000</x>
    <y>0.00000000000000000000</y>
    <z>0.00000000000000000000</z>
  </rotate>
  <scale>
    <x>1.0000000000</x>
    <y>1.0000000000</y>
  </scale>
  <size>
    <width>640.000000</width>
    <height>64.000000</height>
  </size>
  <length>0098-0098</length>
  <material name="VersionInfo" />
  <font index="0">
    <xsize>24.000000</xsize>
    <ysize>24.000000</ysize>
    <charsize>0.000000</charsize>
    <linesize>2.000000</linesize>
    <alignment x="Center" y="Center" />
    <whatAmI>00</whatAmI>
  </font>
  <topcolor r="ff" g="ff" b="ff" a="ff" />
  <bottomcolor r="ff" g="ff" b="ff" a="ff" />
  --> <text>004e00450057004500520020005300750070006500720020004d006100720069006f002000420072006f0073002e0020005700690069000a00560065007200730069006f006e00200031002e00330030000a007700770077002e006e0065007700650072007400650061006d002e0063006f006d002c002000520056004c007500740069006f006e00200046006f00720075006d00730000</text> <--
NOTE: The top text string is for the drop shadow of the text (simply the same text colored black with transparency applied), while the bottom one is for the actual text itself.

Step 3

Go to the string to hex converter website. Set the separator to None, and the text encoding to UTF-16 (not UTF-16LE) on the bottom of the text input box. Now, think up of some words to type in, it must be 3 lines (not characters) long.

For example, we'll change the message into the text below:
Newer Message Edit Demo
As an example
For this tutorial

Copy the example text into the input text box of the website. Copy the hex string output into the 2 <text> tags.

The changes should now look something like the text below:
  <text>004e00650077006500720020004d00650073007300610067006500200045006400690074002000440065006d006f000a0041007300200061006e0020006500780061006d0070006c0065000a0046006f0072002000740068006900730020007400750074006f007200690061006c</text>
</tag>
<tag type="pas1" />
<tag type="txt1" name="VersionInfo" userdata="">
  <visible>01</visible>
  <WidescreenAffected>00</WidescreenAffected>
  <flag>00</flag>
  <origin x="Center" y="Center" />
  <alpha>ff</alpha>
  <padding>00</padding>
  <translate>
    <x>-3.0000000000000000000000000</x>
    <y>3.0000000000000000000000000</y>
    <z>0.0000000000000000000000000</z>
  </translate>
  <rotate>
    <x>0.00000000000000000000</x>
    <y>0.00000000000000000000</y>
    <z>0.00000000000000000000</z>
  </rotate>
  <scale>
    <x>1.0000000000</x>
    <y>1.0000000000</y>
  </scale>
  <size>
    <width>640.000000</width>
    <height>64.000000</height>
  </size>
  <length>0098-0098</length>
  <material name="VersionInfo" />
  <font index="0">
    <xsize>24.000000</xsize>
    <ysize>24.000000</ysize>
    <charsize>0.000000</charsize>
    <linesize>2.000000</linesize>
    <alignment x="Center" y="Center" />
    <whatAmI>00</whatAmI>
  </font>
  <topcolor r="ff" g="ff" b="ff" a="ff" />
  <bottomcolor r="ff" g="ff" b="ff" a="ff" />
  <text>004e00650077006500720020004d00650073007300610067006500200045006400690074002000440065006d006f000a0041007300200061006e0020006500780061006d0070006c0065000a0046006f0072002000740068006900730020007400750074006f007200690061006c</text>

Step 4

Save the controllerInformation_07.xmlyt file, then reconvert the .xmlyt file back to .brlyt with Benzin.

Step 5

In BrawlBox, replace the controllerInformation_07.brlyt file (in controllerInformation.arc) with the newly-modified one. Then save the .arc file and test it to see how it looks in-game:

Controller information screen with edited bottom text.

Editing the Controller Text

Requirements

  • CTools
  • The file Message.arc:
    • For NSMBW: located in the region specific folder:
      • /US/EngUS/Message (US game region, English language)
      • /US/FraUS/Message (US game region, French language)
      • /US/SpaUS/Message (US game region, Spanish language)
      • /EU/EngEU/Message (European game region, English language)
      • /EU/FraEU/Message (European game region, French language)
      • /EU/GerEU/Message (European game region, German language)
      • /EU/ItaEU/Message (European game region, Italian language)
      • /EU/SpaEU/Message (European game region, Spanish language)
      • /JP/Message (Japanese game region)
      • /KR/Message (Korean game region)
      • /TW/Message (Taiwanese game region)
    • For NewerSMBW: located in /Message

Step 1

Open the Message.arc file with the SZS Explorer from CTools, then open the .bmg file in it. Find Message ID 26632:

Step 2

Go to the message text box (at the bottom) to change the message.

Now, think of some words to type in, for example, we'll change the current text with the text below:
Hold the Wii Remote as
shown above. Or use a
Nunchuk/Classic Controller.

Copy the example text into the message text box (at the bottom). Once you're done editing the message, click the Update button in the BMG Editor. Hit Ctrl-S on your keyboard in the BMG Editor to save the .bmg file, and exit the BMG Editor.

In the SZS Explorer window, hit Ctrl-S on the keyboard to save the Message.arc file, and exit the SZS Explorer. Then test it to see how it looks in-game:

Controller information screen with edited controller text.

Recoloring the Background Stripes (NewerSMBW Only)

Requirements

  • A U8 .arc file archive editor (BrawlBox is recommended)
  • Benzin
  • Any XML or text editor
  • The file controllerInformation.arc:
    • For NewerSMBW: located in /Others

Step 1

Open the controllerInformation.arc file with BrawlBox, and extract the controllerInformation_07.brlyt file (in the blyt folder).

Step 2

Use Benzin to convert the .brlyt to an .xmlyt file. Open the .xmlyt file with your XML or text editor, hit Ctrl-F on the keyboard to find text, type BGStripes, and search for these lines below:
<material name="BGStripes" />
  <colors>
    <vtxColorTL r="ff" g="ff" b="ff" a="31" />
    <vtxColorTR r="ff" g="ff" b="ff" a="31" />
    <vtxColorBL r="ff" g="ff" b="ff" a="46" />
    <vtxColorBR r="ff" g="ff" b="ff" a="46" />
  </colors>

Now, edit the RGBA values (the numbers in quotes, next to the r=", g=", b=", a=" text) to get the color you want. The values are in hexadecimal and cannot be lesser than 00 (absolute black) or greater than ff (absolute white), so keep that in mind. As an example, we will set the RGBA values to 00.

NOTE: Do not add "0x" at the start of the hexadecimal value when modifying the RGBA values.

After modifying the lines, it should look something like the text below:
<material name="BGStripes" />
  <colors>
    <vtxColorTL r="00" g="00" b="00" a="00" />
    <vtxColorTR r="00" g="00" b="00" a="00" />
    <vtxColorBL r="00" g="00" b="00" a="00" />
    <vtxColorBR r="00" g="00" b="00" a="00" />
  </colors>

Step 3

Save the controllerInformation_07.xmlyt file, then reconvert the .xmlyt file back to .brlyt with Benzin.

Step 4

In BrawlBox, replace the controllerInformation_07.brlyt file (in controllerInformation.arc) with the newly-modified one. Then save the .arc file and test it to see how it looks in-game:

The stripes have been made completely invisible.

Recoloring the Background Window

Requirements

  • A U8 .arc file archive editor (BrawlBox is recommended)
  • Benzin
  • Any XML or text editor
  • The file controllerInformation.arc:
    • For NSMBW: located in /Layout/controllerInformation
    • For NewerSMBW: located in /Others

Step 1

Open the controllerInformation.arc file with BrawlBox, and extract the controllerInformation_07.brlyt file (in the blyt folder).

Step 2

Use Benzin to convert the .brlyt to an .xmlyt file. Open the .xmlyt file with your XML or text editor, hit Ctrl-F on the keyboard to find text, type BlueWindowBG, and search for these lines below:
<material name="BlueWindowBG" />
  <colors>
    <vtxColorTL r="00" g="24" b="71" a="ff" />
    <vtxColorTR r="00" g="24" b="71" a="ff" />
    <vtxColorBL r="42" g="76" b="dd" a="ff" />
    <vtxColorBR r="42" g="76" b="dd" a="ff" />
  </colors>

Now, edit the RGBA values (the numbers in quotes, next to the r=", g=", b=", a=" text) to get the color you want. The values are in hexadecimal and cannot be lesser than 00 (absolute black) or greater than ff (absolute white), so keep that in mind. As an example, we will set the RGBA values to 00.

NOTE: Do not add "0x" at the start of the hexadecimal value when modifying the RGBA values.

After modifying the lines, it should look something like the text below:
<material name="BlueWindowBG" />
  <colors>
    <vtxColorTL r="00" g="00" b="00" a="00" />
    <vtxColorTR r="00" g="00" b="00" a="00" />
    <vtxColorBL r="00" g="00" b="00" a="00" />
    <vtxColorBR r="00" g="00" b="00" a="00" />
  </colors>

Step 3

Save the controllerInformation_07.xmlyt file, then reconvert the .xmlyt file back to .brlyt with Benzin.

Step 4

In BrawlBox, replace the controllerInformation_07.brlyt file (in controllerInformation.arc) with the newly-modified one. Then save the .arc file and test it to see how it looks in-game:

The background color (behind the stripes) has been changed to black.

Recoloring the TPL Images

Requirements

  • A U8 .arc file archive editor that can edit/replace/export .tpl image files (BrawlBox is recommended)
  • An image editor that supports transparency
  • The file controllerInformation.arc:
    • For NSMBW: located in /Layout/controllerInformation
    • For NewerSMBW: located in /Others

Step 1

Open the controllerInformation.arc file with BrawlBox, and open the timg folder. You'll see the .tpl image files listed in this table below:
TPL Filename Description/Info
ShopBGMiddle.tpl The middlemost part of the box where the Wii Remote image and "Hold the Wii Remote Sideways" message are.
ShopBGLeft.tpl The leftmost part of the box where the Wii Remote image and "Hold the Wii Remote Sideways" message are.
im_strip00.tpl Unused stripe texture.
CIT_Left.tpl The leftmost part of the backdrop texture of the Wii Remote image.
CIT_Right.tpl The rightmost part of the backdrop texture of the Wii Remote image.
im_winDotCorner_01waku.tpl Unused.
im_remoYoko_01.tpl Wii Remote image.
im_base_00.tpl The backdrop texture of the blue background behind the box where the Wii Remote image and "Hold the Wii Remote Sideways" message are.
os_2btn_00.tpl The 2 button that appears on the box where the Wii Remote image and "Hold the Wii Remote Sideways" message are.
ShopBGRight.tpl The rightmost part of the box where the Wii Remote image and "Hold the Wii Remote Sideways" message are.
im_kadomaruA_00.tpl Unused.
CIT_Middle.tpl The middlemost part of the backdrop texture of the Wii Remote image.
StripeCopy.tpl The texture of the stripes part of the blue background behind the box where the Wii Remote image and "Hold the Wii Remote Sideways" message are.

Step 2

Export any of the .tpl files to .png, then edit them with your image editor. As an example, we'll recolor the Wii Remote backdrop image textures (CIT_Left.tpl, CIT_Right.tpl, and CIT_Middle.tpl) to blue. Open the exported .png files of the textures with your image editor, then use the colorize (or similar) function in your image editor to recolor them blue, and save your changes.

Step 3

In BrawlBox, replace the actual texture images of the .tpl files with the .png files you edited, and click Okay. Then save the controllerInformation.arc file and test it to see how it looks in-game:

The backdrop textures for the Wii Remote image have been recolored to a deeper blue.

File Selection Screen

The file selection screen is pretty self-explanatory, it's where you select your save file, how many players will be playing, etc. However, this screen is complicated, because it consists of several layouts that work alongside each other.

NOTE: This screen contains a lot of text strings that are pulled from the .bmg file, and not the layout itself. If you want to edit these strings, see the Game Text Editing tutorial.

Recoloring the Background Window (NewerSMBW Only)

Requirements

  • A U8 .arc file archive editor (BrawlBox is recommended)
  • Benzin
  • Any XML or text editor
  • The file sequenceBG.arc:
    • For NewerSMBW: located in /Others

Step 1

Open the sequenceBG.arc file with BrawlBox, and extract the sequenceBG_00.brlyt file (in the blyt folder).

Step 2

Use Benzin to convert the .brlyt to an .xmlyt file. Open the .xmlyt file with your XML or text editor, hit Ctrl-F on the keyboard to find text, type BlueWindowBG, and search for these lines below:
<material name="BlueWindowBG" />
  <colors>
    <vtxColorTL r="00" g="24" b="71" a="ff" />
    <vtxColorTR r="00" g="24" b="71" a="ff" />
    <vtxColorBL r="42" g="76" b="dd" a="ff" />
    <vtxColorBR r="42" g="76" b="dd" a="ff" />
  </colors>

Now, edit the RGBA values (the numbers in quotes, next to the r=", g=", b=", a=" text) to get the color you want. The values are in hexadecimal and cannot be lesser than 00 (absolute black) or greater than ff (absolute white), so keep that in mind. As an example, we will set the Red (R) and Alpha (A) values to ff, and the Green (G) and Blue (B) values to 00.

NOTE: Do not add "0x" at the start of the hexadecimal value when modifying the RGBA values.

After modifying the lines, it should look something like the text below:
<material name="BlueWindowBG" />
  <colors>
    <vtxColorTL r="ff" g="00" b="00" a="ff" />
    <vtxColorTR r="ff" g="00" b="00" a="ff" />
    <vtxColorBL r="ff" g="00" b="00" a="ff" />
    <vtxColorBR r="ff" g="00" b="00" a="ff" />
  </colors>

Step 3

Save the sequenceBG_00.xmlyt file, then reconvert the .xmlyt file back to .brlyt with Benzin.

Step 4

In BrawlBox, replace the sequenceBG_00.brlyt file (in sequenceBG.arc) with the newly-modified one. Then save the .arc file and test it to see how it looks in-game:

The background has been made red. Please note that the stripes are still there, they're just hard to see on the red background.

Recoloring the Background Stripes (NewerSMBW Only)

Requirements

  • A U8 .arc file archive editor (BrawlBox is recommended)
  • Benzin
  • Any XML or text editor
  • The file sequenceBG.arc:
    • For NewerSMBW: located in /Others

Step 1

Open the sequenceBG.arc file with BrawlBox, and extract the sequenceBG_00.brlyt file (in the blyt folder).

Step 2

Use Benzin to convert the .brlyt to an .xmlyt file. Open the .xmlyt file with your XML or text editor, hit Ctrl-F on the keyboard to find text, type P_stripe_00, and search for these lines below:
<material name="P_stripe_00" />
  <colors>
    <vtxColorTL r="ff" g="ff" b="ff" a="31" />
    <vtxColorTR r="ff" g="ff" b="ff" a="31" />
    <vtxColorBL r="ff" g="ff" b="ff" a="46" />
    <vtxColorBR r="ff" g="ff" b="ff" a="46" />
  </colors>

Now, edit the RGBA values (the numbers in quotes, next to the r=", g=", b=", a=" text) to get the color you want. The values are in hexadecimal and cannot be lesser than 00 (absolute black) or greater than ff (absolute white), so keep that in mind. As an example, we will set the RGBA values to 00.

NOTE: Do not add "0x" at the start of the hexadecimal value when modifying the RGBA values.

After modifying the lines, it should look something like the text below:
<material name="P_stripe_00" />
  <colors>
    <vtxColorTL r="00" g="00" b="00" a="00" />
    <vtxColorTR r="00" g="00" b="00" a="00" />
    <vtxColorBL r="00" g="00" b="00" a="00" />
    <vtxColorBR r="00" g="00" b="00" a="00" />
  </colors>

Step 3

Save the sequenceBG_00.xmlyt file, then reconvert the .xmlyt file back to .brlyt with Benzin.

Step 4

In BrawlBox, replace the sequenceBG_00.brlyt file (in sequenceBG.arc) with the newly-modified one. Then save the .arc file and test it to see how it looks in-game:

The stripes have been made completely invisible.

Recoloring the TPL Images

Requirements

  • A U8 .arc file archive editor that can edit/replace/export .tpl image files (BrawlBox is recommended)
  • An image editor that supports transparency
  • The file fileSelectPlayer.arc:
    • For NSMBW: located in /Layout/fileSelectPlayer
    • For NewerSMBW: located in /Others

Step 1

Open the fileSelectPlayer.arc file with BrawlBox, and open the timg folder. You'll see the .tpl image files listed in this table below:
TPL Filename Description/Info
im_graButton_Shine_350_120_00.tpl Unused.
FSP_ButtonRight.tpl The rightmost part of the player number select buttons.
FSP_ButtonMiddle.tpl The middlemost part of the player number select buttons.
im_base_00.tpl The backdrop texture of the player number select buttons.
im_graButton_Shine_110_120_00.tpl Unused.
im_miniWindow_32_220_R_00.tpl Fading white behind the Copy and Erase buttons.
FSP_ButtonLeft.tpl The leftmost part of the player number select buttons.

Step 2

Export any of the .tpl files to .png, then edit them with your image editor. As an example, we'll recolor the player number select button image textures (FSP_ButtonLeft.tpl, FSP_ButtonRight.tpl, and FSP_ButtonMiddle.tpl) to blue. Open the exported .png files of the textures with your image editor, then use the colorize (or similar) function in your image editor to recolor them blue, and save your changes.

Step 3

In BrawlBox, replace the actual texture images of the .tpl files with the .png files you edited, and click Okay. Then save the fileSelectPlayer.arc file and test it to see how it looks in-game:

The player number select buttons have been recolored to a deeper blue.

Save File Slots (NewerSMBW Only)

This focuses on editing the actual save file graphics themselves.

Recoloring the TPL Images

Requirements

  • A U8 .arc file archive editor that can edit/replace/export .tpl image files (BrawlBox is recommended)
  • Any image editor that supports transparency
  • The file dateFile.arc:
    • For NewerSMBW: located in /Others

Step 1

Open the dateFile.arc file with BrawlBox, and open the timg folder. You'll see the .tpl image files listed in this table below:
TPL Filename Description/Info
im_rankStar_mini_40.tpl The stars shown when completing the criteria for 100% completion.
inactiveBGLeft.tpl The leftmost part of the file background for blank save files.
os_wave.tpl Unused.
activeBGMiddle.tpl The middlemost part of the file background for existing save files.
inactiveBGRight.tpl The rightmost part of the file background for blank save files.
newRing.tpl Translucent ring shown behind the "New!!" text on empty save file slots.
activeBGLeft.tpl The leftmost part of the file background for existing save files.
im_middleFlagSkull_05.tpl The black flag with the Bowser symbol shown next to the number of total cleared exits.
im_collectionCoin_01.tpl The Star Coin shown next to the number of total collected Star Coins.
im_marioIcon_01.tpl The icon of Mario's face shown next to his current number of lives.
im_stecth_00.tpl Unused.
holeMiddle.tpl The middlemost part of the cutout for the world name and color on existing save files.
im_graButton_under_24_00.tpl Unused.
im_base_00.tpl The backdrop texture of the save file slot buttons.
im_graButton_up_24_00.tpl Unused.
holeLeft.tpl The leftmost part of the cutout for the world name and color on existing save files.
im_timer_00.tpl Unused. Possibly for showing total play time on the file?
holeRight.tpl The rightmost part of the cutout for the world name and color on existing save files.
im_normal_24x24_00.tpl Unused.
im_kadomaruA_00.tpl Unused.
im_graButton_upRight_24_00.tpl Unused.
inactiveBGMiddle.tpl The middlemost part of the file background for blank save files.
os_baloon.tpl The quick-save balloon. Unused in NewerSMBW as there's no quick-save.
activeBGRight.tpl The rightmost part of the file background for existing save files.

Step 2

Export any of the .tpl files to .png, then edit them with your image editor. As an example, we'll recolor the existing save file image textures (activeBGLeft.tpl, activeBGRight.tpl, activeBGMiddle.tpl, holeLeft.tpl, holeRight.tpl, and holeMiddle.tpl) to blue. Open the exported .png files of the textures with your image editor, then use the colorize (or similar) function in your image editor to recolor them blue, and save your changes.

Step 3

In BrawlBox, replace the actual texture images of the .tpl files with the .png files you edited, and click Okay. Then save the dateFile.arc file and test it to see how it looks in-game:

The existing save files have been recolored to a deeper blue.

World Map (NewerSMBW Only)

To be worked on.

HUD (In-Level Display)

Coming soon.

Item Shops

Coming soon.

Pre-Game Screen (Level Preview)

Editing the Level Preview TPL Images (NewerSMBW Only)

Requirements

  • A program that can edit/export .tpl image files (BrawlBox is recommended)
  • An image editor that can crop images down
  • Method of taking screenshots in-game:
    • Wii Console Method: Use a capture card, look it up
    • Dolphin Emulator Method: Look here

Step 1

Go to the /LevelSamples folder (in your NewerSMBW patch folder), and open the .tpl file with the same name as the level you wish to replace the screenshot of (e.g. World 1-1 is 01-01.tpl -- see here for a list of level IDs) with BrawlBox.

Step 2

Take your screenshot of your level preview. It should act as a representation of the of the level. The screenshot should include, but not limited to, the level's primary enemies, the level mechanics (can be left out if you wish), and the primary level theme/location (e.g. if it's a cavern, it shouldn't just be the starting area above-ground).

Some of the things you should leave out of the image are the player(s), the checkpoint, Star Coins, bosses (if it's a castle, tower, airship, etc.), and other character-related sprites like Yoshi and Toad. Also, it's best to take your screenshot at or close to native resolution, as you want your screenshots to represent the game at it's actual resolution, not how nice your computer specs allow the game to look. If you're using a capture card with a real Wii, the native resolution of the Wii will always be 720x480 (NTSC/60Hz, EDTV/HDTV) or 720x576 (PAL/50Hz). Be sure to look at NewerSMBW's level previews for an example of what should and shouldn't be done.

Another thing, avoid editing your screenshot beyond cropping it. Editing things into the screenshot, such as renders of enemies, adding text, or making unnecessary color edits, will lower the quality of the image.

Step 3

In BrawlBox, click on Texture0 and replace it with the image you want, and click Okay. The image must be 398x242 pixels before you replace it. Save the .tpl file and test it to see how it looks in-game:

The level preview image of World 1-1 recolored to black & white which goes against what was said in Step 2 of this tutorial.

Recoloring the TPL Images

Requirements

  • A U8 .arc file archive editor that can edit/replace/export .tpl image files (BrawlBox is recommended)
  • Any image editor that supports transparency
  • The file preGame.arc:
    • For NSMBW: located in /Layout/preGame
    • For NewerSMBW: located in /Others

Step 1

Open the preGame.arc file with BrawlBox, and open the timg folder. You'll see the .tpl image files listed in this table below:
TPL Filename Description/Info
PG_Back.tpl Background texture on the pre-game screen.
glowframe.tpl The texture overlaid on the edge of the actual level preview image to let it fade nicely into the rest of the layout.
im_winDotCorner_00.tpl Unknown.
im_kinopioIcon_Yellow_01.tpl Yellow Toad's player icon.
ImBattery.tpl Battery shape that appears when a Wii Remote's batteries are low.
im_marioIcon_01.tpl Mario's player icon.
im_base_00.tpl Used as a backdrop color, typically for making simple squares (such as the "header" at the top).
im_kinopioIcon_Blue_01.tpl Blue Toad's player icon.
PG_sample.tpl A sample image, likely used for testing purposes. It's seen if there's no level preview image for the level. The image is World 2-6's level preview image.
im_luijiIcon_01.tpl Luigi's player icon.
spotlight.tpl Lights up the area below the level name and number.

Step 2

Export any of the .tpl files to .png, then edit them with your image editor. As an example, we'll brighten the background image texture (PG_Back.tpl) to light gray. Open the exported .png file of the texture with your image editor, then use the brightness/contrast (or similar) function in your image editor to brighten them to light gray, and save your changes.

Step 3

In BrawlBox, replace the actual texture images of the .tpl files with the .png files you edited, and click Okay. Then save the preGame.arc file and test it to see how it looks in-game:

The background of the pre-game screen has been brightened.

In-Level Pause Menu

This focuses on editing the menu seen when pausing in a level.

Recoloring the TPL Images

Requirements

  • A U8 .arc file archive editor that can edit/replace/export .tpl image files (BrawlBox is recommended)
  • Any image editor that supports transparency
  • The file pauseMenu.arc:
    • For NSMBW: located in /Layout/pauseMenu
    • For NewerSMBW: located in /Others

Step 1

Open the pauseMenu.arc file with BrawlBox, and open the timg folder. You'll see the .tpl image files listed in this table below:
TPL Filename Description/Info
im_kadomaruFlame_00.tpl The colored border surrounding the edge of the Pause Menu.
CSM_BlueLeft.tpl The leftmost part of the Continue button.
CSM_Base.tpl The background texture of the Pause Menu window. All colors when replacing that image are forcibly changed to gray during the encoding process, as the .tpl file is encoded in the IA8 format. You can fix this issue by changing the encoding to RGB5A3.
im_coin_00.tpl The coin that appears when you pause the game in a Coin Battle level. Unused in NewerSMBW as there's no Coin Battle.
CSM_BlueRight.tpl The rightmost part of the Continue button.
im_graButton_under_24_00.tpl Unused. Part of the retail NSMBW's button borders.
im_base_00.tpl The backdrop texture of the Pause Menu screen.
im_graButton_up_24_00.tpl Unused. Part of the retail NSMBW's button borders.
CSM_RedLeft.tpl The leftmost part of the Exit button.
im_graButton_upRight_24_00.tpl Unused. Part of the retail NSMBW's button borders.
CSM_RedMiddle.tpl The middlemost part of the Exit button.
CSM_BlueMiddle.tpl The middlemost part of the Continue button.
CSM_RedRight.tpl The rightmost part of the Exit button.

Step 2

Export any of the .tpl files to .png, then edit them with your image editor.

As an example, we'll recolor the Continue and Exit buttons textures (CSM_BlueLeft.tpl, CSM_BlueRight.tpl, and CSM_BlueMiddle.tpl for the Continue button; CSM_RedLeft.tpl, CSM_RedRight.tpl, and CSM_RedMiddle.tpl for the Exit button) to blue. Also, we'll be recoloring the background texture of the pause menu (CSM_Base.tpl) to yellow.

Open the exported .png files of the textures with your image editor, then use the colorize (or similar) function in your image editor to recolor both the Continue and Exit buttons to blue and the Pause Menu background to yellow, then save your changes.

Step 3

In BrawlBox, replace the actual texture images of the .tpl files with the .png files you edited, set the image format to RGB5A3 only if you're replacing the background texture of the Pause Menu (for it to retain its color), and click Okay. Then save the pauseMenu.arc file and test it to see how it looks in-game:

The pause menu screen buttons have been recolored to a deeper blue, and the background has been recolored to yellow.

Recoloring the Cancel and OK! Buttons ("Are you sure you want to exit and go back to the map?" Window)

NOTE: This also edits the Yes and No buttons that appear when clicking Save or the Title Screen button on the menu in the World Map pause menu, and in some other instances.

Requirements

  • A U8 .arc file archive editor that can edit/replace/export .tpl image files (BrawlBox is recommended)
  • Any image editor that supports transparency
  • The file yesnoWindow.arc:
    • For NSMBW: located in /Layout/yesnoWindow
    • For NewerSMBW: located in /Others

Step 1

Open the yesnoWindow.arc file with BrawlBox, and open the timg folder. You'll see the .tpl image files listed in this table below:
TPL Filename Description/Info
YN_WindowMiddle.tpl The middlemost part of the background on the window.
YN_WindowLeft.tpl The leftmost part of the background on the window.
YN_ButtonMiddle.tpl The middlemost part of the Cancel and OK! buttons on the window.
YN_ButtonLeft.tpl The leftmost part of the Cancel and OK! buttons on the window.
YN_ButtonRight.tpl The rightmost part of the Cancel and OK! buttons on the window.
YN_WindowRight.tpl The leftmost part of the background on the window.
im_base_00.tpl The backdrop image of the window.
os_baloon_00.tpl The quick-save balloon. Unused in NewerSMBW as there's no quick-save.

Step 2

Export any of the .tpl files to .png, then edit them with your image editor. As an example, we'll recolor the Cancel and OK! button textures (YN_ButtonLeft.tpl, YN_ButtonRight.tpl, and YN_ButtonMiddle.tpl) to orange. Open the exported .png files of the textures with your image editor, then use the colorize (or similar) function in your image editor to recolor them orange, and save your changes.

Step 3

In BrawlBox, replace the actual texture images of the .tpl files with the .png files you edited, and click Okay. Then save the yesnoWindow.arc file and test it to see how it looks in-game:

The Cancel and OK! buttons have been recolored to orange.

Messages, Titles, and World/Level Names

Recoloring the Message Box (NewerSMBW Only)

NOTE: This tutorial changes the message container that appears when hitting the Message Box. To change the way the Message Box itself looks, edit the message box tile in the Pa0_jyotyu.arc tileset.

Requirements

  • A U8 .arc file archive editor that can edit/replace/export .tpl image files (BrawlBox is recommended)
  • An image editor that supports transparency
  • The file msgbox.arc.LH/LZ:
    • For NewerSMBW: located in /Layouts

Step 1

For NewerSMBW v1.3.0 only, you'll need to decompress the msgbox.arc.LZ file into an .arc file. For this, you can use Cue's DS/GBA Compressors.

Open the Windows Command Prompt (if you haven't), and switch to the directory where "Cue's DS/GBA Compressors/Decompressors" is located and type the following to decompress the file:
LZX -d msgbox.arc.LZ
NOTE: A new file will not be created, the original file will instead be overwritten with the decompressed file. Also, the .LZ file extension will not be removed from the name, so rename the file and remove the .LZ file extension.


For NewerSMBW v1.2.0 and below, you'll need to decompress the msgbox.arc.LH file into an .arc file. For this, you can use LHDecompressor.

Open the Windows Command Prompt, and switch to the directory where LHDecompressor is located and type the following to decompress the file:
LHDecompressor msgbox.arc.LH msgbox.arc

Step 2

Open the msgbox.arc file with BrawlBox, and open the timg folder. You'll see 2 .tpl image files: button.tpl and box.tpl.

Step 3

Export any of the .tpl files to .png, then edit them with your image editor. As an example, we'll recolor the message box texture itself (box.tpl) to red. Open the exported .png file of the texture with your image editor, then use the colorize (or similar) function in your image editor to recolor them red, and save your changes.

Step 4

In BrawlBox, replace the actual texture images of the .tpl files with the .png files you edited, and click Okay. Then save the msgbox.arc file and test it to see how it looks in-game:

The message box's texture has been changed to red.

NOTE: You don't need to recompress the .arc file to .LZ or .LH, the game will read the uncompressed .arc file perfectly. Just remove the msgbox.arc.LZ or msgbox.arc.LH file, if it exists, and the game will use the uncompressed .arc file that we edited.

Changing Level Names (NewerSMBW Only)

NOTE: This tutorial only focuses on changing the level names. For changing the World names, see Editing World Names.

Requirements

Step 1

In the Level Info Editor, go to File --> Open File..., and select the LevelInfo.bin file.

Step 2

You should see 15 entries for the Worlds: World ? (contains the miscellaneous levels, such as titlescreens) and Worlds 1-14 (1-9, A-E). Select a World from one of the 15 entries, then go to the Levels pane (on the right of the window). You'll see the level information for whichever world you selected. Select a level and edit the Name box.

As an example, we'll select World 1 and the Palm Beach (World 1-1) level, and change the level's name to the text below:
Palm Beach Edited

Step 3

Save the LevelInfo.bin file and test it to see how it looks in-game:

The name of World 1-1 has been changed from "Palm Beach" to "Palm Beach Edited".

Changing the "World" Prefix

Requirements

Step 1

In the NewerSMBW sources folder, open the Kamek/src/pregame.cpp file with your text editor.

Step 2

Use the "Find" feature in your text editor (in most programs, simply hit Ctrl-F {for Windows and Linux} or Command-F {for macOS} on the keyboard). Type "World " (with a space at the end) and you should see these lines:
wcscpy(levelNumber, L"World ");
getNewerLevelNumberString(level->displayWorld, level->displayLevel, &levelNumber[6]);
And edit the string to a word you can think of. Also, you must have a space at the end of the word. As an example, we'll change it to the text below:
"Land Mark "
Make sure to specify the number of characters in the string inside the square brackets of &levelNumber[], and also note that spaces count as characters. After changing the text, it should look something like the text below:
wcscpy(levelNumber, L"Land Mark ");
getNewerLevelNumberString(level->displayWorld, level->displayLevel, &levelNumber[10]);

Step 3

Save the pregame.cpp file. Compile the NewerSMBW sources, then put the compiled files in the /NewerRes folder (of your NewerSMBW patch folder) and test it to see how it looks in-game:

The "World" prefix has been changed to "Land Mark" instead.

Changing the "COURSE CLEAR!" Message

NOTE: This tutorial only focuses on changing the English language version of the corseClear.arc file.

Requirements

  • A U8 .arc file archive editor (BrawlBox is recommended)
  • A hex editor
  • The file corseClear.arc:
    • For NSMBW: located in the region specific folder:
      • /US/EngUS/Layout/corseClear (US game region, English language)
      • /US/FraUS/Layout/corseClear (US game region, French language)
      • /US/SpaUS/Layout/corseClear (US game region, Spanish language)
      • /EU/EngEU/Layout/corseClear (European game region, English language)
      • /EU/FraEU/Layout/corseClear (European game region, French language)
      • /EU/GerEU/Layout/corseClear (European game region, German language)
      • /EU/ItaEU/Layout/corseClear (European game region, Italian language)
      • /EU/SpaEU/Layout/corseClear (European game region, Spanish language)
      • /JP/Layout/corseClear (Japanese game region)
      • /KR/Layout/corseClear (Korean game region)
      • /TW/Layout/corseClear (Taiwanese game region)
    • For NewerSMBW: located in /Layouts/corseClear.arc.LH/LZ

Step 1

For NewerSMBW v1.3.0 only, you'll need to decompress the corseClear.arc.LZ file into an .arc file. For this, you can use Cue's DS/GBA Compressors.

Open the Windows Command Prompt (if you haven't), and switch to the directory where "Cue's DS/GBA Compressors/Decompressors" is located and type the following to decompress the file:
LZX -d corseClear.arc.LZ
NOTE: A new file will not be created, the original file will instead be overwritten with the decompressed file. Also, the .LZ file extension will not be removed from the name, so rename the file and remove the .LZ file extension.


For NewerSMBW v1.2.0 and below, you'll need to decompress the corseClear.arc.LH file into an .arc file. For this, you can use LHDecompressor.

Open the Windows Command Prompt, and switch to the directory where LHDecompressor is located and type the following to decompress the file:
LHDecompressor corseClear.arc.LH corseClear.arc

Step 2

Open the corseClear.arc file with BrawlBox, and extract the .brlyt file (in the blyt folder).

Step 3

Open the .brlyt file with your hex editor. Use the "Find" feature in your hex editor (in most programs, simply hit Ctrl-F on the keyboard). Type pae1 and you should find these lines below.

For NSMBW:


For NewerSMBW:

NOTE: A C..pae1 is found first in the NewerSMBW course clear .brlyt file, but it's unused and it's not highlighted in the picture for that reason.


NOTE: You may only put one character in when changing the highlighted characters in the pictures above. Also, shorter messages (than the original ones) is possible, simply replace the characters that aren't needed with space(s).

Step 4

Now edit the characters of the course clear message with your own words that you can think of. As an example, we'll change the message into the text below:
Test! Test!!

Step 5

In BrawlBox, replace the .brlyt file (in corseClear.arc) with the newly-modified one. Then save the .arc file and test it to see how it looks in-game:

"COURSE CLEAR!" message changed to "Test! Test!!".

NOTE: If you're editing NewerSMBW's corseClear.arc file, you don't need to recompress the .arc file to .LZ or .LH, the game will read the uncompressed .arc file perfectly. Just remove the corseClear.arc.LZ or corseClear.arc.LH file, if it exists, and the game will use the uncompressed .arc file that we edited.

Changing the "GAME OVER!" Message

NOTE: This tutorial only focuses on changing the English language version of the gameOver.arc file.

Requirements

  • A U8 .arc file archive editor (BrawlBox is recommended)
  • A hex editor
  • The file gameOver.arc:
    • For NSMBW: located in the region specific folder:
      • /US/EngUS/Layout/gameOver (US game region, English language)
      • /US/FraUS/Layout/gameOver (US game region, French language)
      • /US/SpaUS/Layout/gameOver (US game region, Spanish language)
      • /EU/EngEU/Layout/gameOver (European game region, English language)
      • /EU/FraEU/Layout/gameOver (European game region, French language)
      • /EU/GerEU/Layout/gameOver (European game region, German language)
      • /EU/ItaEU/Layout/gameOver (European game region, Italian language)
      • /EU/SpaEU/Layout/gameOver (European game region, Spanish language)
      • /JP/Layout/gameOver (Japanese game region)
      • /KR/Layout/gameOver (Korean game region)
      • /TW/Layout/gameOver (Taiwanese game region)

Step 1

Open the gameOver.arc file with BrawlBox, and extract the .brlyt file (in the blyt folder).

Step 2

Open the .brlyt file with your hex editor. Use the "Find" feature in your hex editor (in most programs, simply hit Ctrl-F on the keyboard). Type pae1 and you should find these lines below:


NOTE: The characters before ..txt1 is for the backdrop of the text, while the characters before ..pae1 is for the actual text itself. You may only put one character in when changing the highlighted characters in the pictures above. Also, shorter messages (than the original ones) is possible, simply replace the characters that aren't needed with space(s).

Step 3

Now edit the characters of the game over message with your own words that you can think of. As an example, we'll change the message into the text below:
Test Test!

Step 4

In BrawlBox, replace the .brlyt file (in gameOver.arc) with the newly-modified one. Then save the .arc file and test it to see how it looks in-game:

"GAME OVER!" message changed to "Test Test!".

NOTE: To see the game over message, you'll need to lose all your lives. For simplicity, you can use this save file pack here. Read the readme.txt file in the pack before doing anything.

Miscellaneous and General

These tutorials apply to most or all layouts.

Recoloring Text (Without Editing the Font)

This allows you to recolor portions of game text without editing the font. A good example of this in use is the number of coins you have on the Game Scene layout, which uses yellow and orange. This applies for every text element in a layout.

Requirements

  • A U8 .arc file archive editor (BrawlBox is recommended)
  • Benzin
  • Any XML or text editor

Step 1

Extract the .brlyt you wish to edit from whichever .arc file you're editing with BrawlBox. Now, use Benzin to convert it to an .xmlyt file.

Step 2

Open the .xmlyt file and find the text element you want to edit. It will typically look something like the text below:
<tag type="txt1" name="T_coin_00" userdata="">
  <visible>01</visible>
  <WidescreenAffected>00</WidescreenAffected>
  <flag>00</flag>
  <origin x="Left" y="Center" />
  <alpha>ff</alpha>
  <padding>00</padding>
  <translate>
    <x>21.2500038146972656250000000</x>
    <y>-8.7499809265136718750000000</y>
    <z>0.0000000000000000000000000</z>
  </translate>
  <rotate>
    <x>0.00000000000000000000</x>
    <y>0.00000000000000000000</y>
    <z>0.00000000000000000000</z>
  </rotate>
  <scale>
    <x>1.0000000000</x>
    <y>1.0000000000</y>
  </scale>
  <size>
    <width>45.299999</width>
    <height>38.400002</height>
  </size>
  <length>0006-0006</length>
  <material name="T_coin_00" />
  <font index="1">
    <xsize>38.400002</xsize>
    <ysize>38.400002</ysize>
    <charsize>-3.000000</charsize>
    <linesize>0.000000</linesize>
    <alignment x="Left" y="Center" />
    <whatAmI>00</whatAmI>
  </font>
  <topcolor r="f6" g="ff" b="00" a="ff" />
  <bottomcolor r="ff" g="7b" b="00" a="ff" />
  <text>003900390000</text>
</tag>

Near the bottom, there are 2 color values named topcolor and bottomcolor. These control the coloring of the text. The topcolor value affects the top part of the text down to the halfway point, while the bottomcolor value affects the bottom part of the text up to the half-way point. Something worth noting is these colors will fade into the other color like a gradient, instead of being a solid color and abruptly ending at the half-way point of the text.

Changing the Font of Text Strings

This demonstrates changing the font used by a specific text string.

Requirements

  • A U8 .arc file archive editor (BrawlBox is recommended)
  • Benzin
  • Any XML or text editor

Step 1

Extract the .brlyt you wish to edit from whichever .arc file you're editing with BrawlBox. Now, use Benzin to convert it to an .xmlyt file.

Step 2

Open the .xmlyt file and find the text element you want to edit. It will typically look something like the text below:
<tag type="txt1" name="T_coin_00" userdata="">
  <visible>01</visible>
  <WidescreenAffected>00</WidescreenAffected>
  <flag>00</flag>
  <origin x="Left" y="Center" />
  <alpha>ff</alpha>
  <padding>00</padding>
  <translate>
    <x>21.2500038146972656250000000</x>
    <y>-8.7499809265136718750000000</y>
    <z>0.0000000000000000000000000</z>
  </translate>
  <rotate>
    <x>0.00000000000000000000</x>
    <y>0.00000000000000000000</y>
    <z>0.00000000000000000000</z>
  </rotate>
  <scale>
    <x>1.0000000000</x>
    <y>1.0000000000</y>
  </scale>
  <size>
    <width>45.299999</width>
    <height>38.400002</height>
  </size>
  <length>0006-0006</length>
  <material name="T_coin_00" />
  <font index="1">
    <xsize>38.400002</xsize>
    <ysize>38.400002</ysize>
    <charsize>-3.000000</charsize>
    <linesize>0.000000</linesize>
    <alignment x="Left" y="Center" />
    <whatAmI>00</whatAmI>
  </font>
  <topcolor r="f6" g="ff" b="00" a="ff" />
  <bottomcolor r="ff" g="7b" b="00" a="ff" />
  <text>003900390000</text>
</tag>

Near the bottom, there is a tag named <font index="x">, where x is the number of the font being used. These fonts can be found in the fnl1 tag near the top of the .xmlyt file.

To get the number of the font you wish to use, count it's place on the list starting from 0. For example, mj2d00_MessageFont_32_I4.brfnt is 0, and mj2d01_marioFont_64_IA4.brfnt is 1. Below is an example of the fnl1 tag:
<tag type="fnl1">
  <entries>
    <name>mj2d00_MessageFont_32_I4.brfnt</name>
    <name>mj2d01_marioFont_64_IA4.brfnt</name>
  </entries>
</tag>

You can add fonts by adding a new line with a <name> tag and typing the name of a font file in /Font (for NewerSMBW), or /<region>/<language>/Font (for NSMBW; JP, KR, and TW regions do not have a language folder). The new line would be number 2, the next 3, etc.

Changing the Text Alignment in a Text Pane

This will guide you through on how to change the alignment of text content that's inside of a text pane.

Requirements

  • A U8 .arc file archive editor (BrawlBox is recommended)
  • Benzin
  • Any XML or text editor

Step 1

Extract the .brlyt you wish to edit from whichever .arc file you're editing with BrawlBox. Now, use Benzin to convert it to an .xmlyt file.

Step 2

Open the .xmlyt file and find the text pane you want to edit. Near the bottom of the pane, find the <font> tag. It will typically look something like the text below:
<tag type="txt1" name="T_coin_00" userdata="">
  ...
  <font index="1">
    <xsize>38.400002</xsize>
    <ysize>38.400002</ysize>
    <charsize>-3.000000</charsize>
    <linesize>0.000000</linesize>
    <alignment x="Left" y="Center" />
    <whatAmI>00</whatAmI>
  </font>
  ...
</tag>
Inside it, find the tag named <whatAmI>. This tag takes a numerical value that controls how the text is aligned in the text pane. See the table below for a list of values (any values that are not listed in the table are untested):
Value Description/Info
00 Unknown. Also seems to do a center alignment.
01 Left alignment.
02 Center alignment.
03 Right alignment.

Font Image Editing

See Font Editing.