Changing the Game Interface
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 typecmd
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>
cd C:\Users\%USERNAME%\Downloads\Benzin
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
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.
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.
.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:
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
- For NewerSMBW: located in
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> <--
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.
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.
<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:
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
- For NSMBW: located in the region specific folder:
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:
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
- For NewerSMBW: located in
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:
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
- For NSMBW: located in
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:
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
- For NSMBW: located in
Step 1
Open thecontrollerInformation.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:
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
- For NewerSMBW: located in
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:
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
- For NewerSMBW: located in
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:
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
- For NSMBW: located in
Step 1
Open thefileSelectPlayer.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:
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
- For NewerSMBW: located in
Step 1
Open thedateFile.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:
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:
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
- For NSMBW: located in
Step 1
Open thepreGame.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:
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
- For NSMBW: located in
Step 1
Open thepauseMenu.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:
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
- For NSMBW: located in
Step 1
Open theyesnoWindow.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:
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
- For NewerSMBW: located in
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.
LZX -d msgbox.arc.LZ
.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.
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:
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
- Level Info Editor
- The file
LevelInfo.bin
:- For NewerSMBW: located in
/NewerRes
- For NewerSMBW: located in
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.
Palm Beach Edited
Step 3
Save the LevelInfo.bin
file and test it to see how it looks in-game:
Changing the "World" Prefix
Requirements
- NewerSMBW sources (you'll need to know how to compile NewerSMBW's source code)
- Any text editor
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 hitCtrl-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]);
"Land Mark "
&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:
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
- For NSMBW: located in the region specific folder:
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.
LZX -d corseClear.arc.LZ
.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.
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:
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)
- For NSMBW: located in the region specific folder:
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:
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
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
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.
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
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>
<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.