Editing the Staffroll/Credits

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This tutorial focuses on editing the staffroll.bin file that contains the credits text seen in NSMBW. If you're interested in editing the credits level itself, see 01-42.arc.

Requirements

Step 1

Get the NSMBW staffroll.bin file from the appropriate folder on the disc:

  • /US/EngUS/staffroll (if you have the US/NTSC-U region of the game, and your language is English)
  • /US/FraUS/staffroll (if you have the US/NTSC-U region of the game, and your language is French)
  • /US/SpaUS/staffroll (if you have the US/NTSC-U region of the game, and your language is Spanish)
  • /EU/EngEU/staffroll (if you have the European/PAL region of the game, and your language is English)
  • /EU/FraEU/staffroll (if you have the European/PAL region of the game, and your language is French)
  • /EU/GerEU/staffroll (if you have the European/PAL region of the game, and your language is German)
  • /EU/ItaEU/staffroll (if you have the European/PAL region of the game, and your language is Italian)
  • /EU/SpaEU/staffroll (if you have the European/PAL region of the game, and your language is Spanish)
  • /JP/staffroll (if you have the Japanese/NTSC-J region of the game)
  • /KR/staffroll (if you have the Korean region of the game)
  • /TW/staffroll (if you have the Taiwanese region of the game)
  • /CN/staffroll (if you have the Chinese region of the game)

Step 2

Drag the staffroll.bin file onto staffroll.exe (On macOS or Linux, use the command-line and specify staffroll.bin as an argument). A file name staffroll.bin.txt should be created.

Step 3

Edit the text file with any text editor. See the Editing Tips and Tricks section for more info about doing this.

Step 4

Once you're done making your changes, drag the staffroll.bin.txt file back onto staffroll.exe, and it will create staffroll.bin.txt.bin. Rename it to staffroll.bin, then test it in-game to see how it looks.

Editing Tips and Tricks

Tags

  • <bold></bold> causes the text inside to be colored yellow, which is used for section headers. Keep in mind that it doesn't affect font-weight at all, it's only named <bold> for backwards-compatibility purposes.
  • <copyrights> inserts the copyrights asset found in /Object/Copyrights.arc. The tag is self-closing, so you don't need to add a </copyrights> after it.
  • Content Tags:
    • <coin></coin> causes the text inside to be bricks all containing 15-coins.
    • <no_coin></no_coin> causes the text inside to be empty bricks containing no coins at all.
    • <unbreakable></unbreakable> causes the bricks to be unable to be broken. They will act like solid blocks when hit.

Tips

  • The duration of the credits sequence is designed to last as long as the length of the music track playing in the level.
    • The speed at which the credit text scrolls will change depending on how long or short the file is.
    • Changing the music to a track with looping enabled will cause the credits sequence to never complete.
  • Be sure that each line begins with a :. This will automatically center the text on the screen.
    • If you want to manually adjust the indentation, you can put a non-negative number before it (example: 8:) to set the indentation amount.
  • Leave three blank lines between sections, like Nintendo does. This gives players some breathing room between the groups of brick blocks.
  • For rapid testing, you can replace 01-02.arc with a copy of 01-42.arc to easily access the credits stage as World 1-2.
    • WARNING: The camera doesn't behave completely correctly when you do this, and the first few rows of brick blocks will be misaligned as a result. This won't happen when the credits are accessed normally.
    • For 100% accurate testing, the best solution is to edit the final castle stage to be easily beaten.