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Posted on 07-07-17, 10:27 pm in Known File Extension&Formats List newersmbwnsmbwii (rev. 8 by 9211tr on 02-16-18, 09:09 pm)

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NOTE: The file format list was not originally created by me, and was originally created by Meorge (on RVLution). So credit goes to him for the list (and me for adding extra file formats/info, and publishing it here).

Here's the list, with some extra file formats/info added, plus along with some other necessary information.
This list is sorted alphabetically. I tried to include the necessary and true infos I've gathered and found.

This list is always incomplete, any new, and necessary, file extensions/formats (even if they're embedded/located inside of other files)
in the NSMBWii/NewerSMBW game (or other game mod projects) only,
and/or necessary new infos to the list (and/or about the file extensions/formats) are always permitted.

You can post whatever new/necessary/useful file extensions/formats and infos about them, and if I feel that it's or may be necessary, I'll add them to the list.
You're also free to start digging into the ARC files or whatever else files (or even search for some files on the NSMBWii disc, or NewerSMBW patch), if you wish to
add file formats/extensions (whether if they're internal or external on the NSMBWii disc or NewerSMBW patch) to the list, too.



File Extension Full Name{s} (of file extension abbreviation) Description/Info Documented? NewerSMBW-only file format?
.arc U8 Archive DARCH.EXE "U8" Uncompressed Wii Archive. These archives cover up most of NewerSMBW/NSMBWii. These files are originally created by Nintendo's DARCH.EXE application from their RVL SDK, be aware the SDK is illegal to download/get. There
are also many applications, such as CTools/SZS Modifier, Wii.cs Tools, and BrawlBox that can edit or create ARC files, without the need of using Nintendo's DARCH.EXE.
✔ Yes, fully ✘ No
.bdof Binary Depth Of Field (?) This is normally used for controlling the blurness/focus/sharpness of objects/etc. in the NSMBWii Levels. They are located in the /Env/Env_course.arc/dof/ folder in NSMBWii. To edit these files, you can use Wexos's Post-Effect Editor to do so. ✔ Yes, not much ✘ No
.bfog Binary Fog (?) This is normally used for controlling the fog/visibility of objects/etc. in the hint movies in Peach's Castle, NSMBWii World Maps, and NSMBWii Levels. They are located in the /Env/Env_course.arc/fog/, /Env/Env_movie.arc/fog/, and /Env/Env_world.arc/fog/ folder in NSMBWii. There's no known editor that can edit these files, so you'll have to hex edit these files to change the fog/visibility. ✘ No ✘ No
.bin Binary Raw Binary File. Such files are commonly found in NSMBWii and/or NewerSMBW.
You may need to hex edit these files to edit them (and to change stuff in the game) or maybe you can open them with a program, but it depends on the BIN file's purpose(s) though.
If it's the staffroll.bin file from NSMBWii, get the NSMBWii Staffroll Editor here.
If it's the NewerSMBW NewerStaffRoll.bin file, get RoadrunnerWMC's Newer Credits Editor here, to edit this file.
If it's the NewerSMBW LevelInfo.bin file, look at RoadrunnerWMC's Newer Level Info Editor program here, to edit this file.
If it's the NewerSMBW Messages.bin file (for the message boxes that pop up when you hit the speaker box block in NewerSMBW), look at RoadrunnerWMC's Newer Message Editor program here, to edit this file.
These files are also found in many level/map NSMBWii/NewerSMBW tileset files (for storing textures/animations/behaviors) as well.
❓ Maybe yes, Maybe not ❓ Maybe yes, Maybe not
.blight Binary Light (?) This is normally used for controlling the lighting effects of objects/etc. in the hint movies in Peach's Castle, NSMBWii World Maps, and NSMBWii Levels. They are located in the /Env/Env_course.arc/light/, /Env/Env_movie.arc/light/, and /Env/Env_world.arc/light/ folder in NSMBWii. To edit these files, you can use Wexos's Post-Effect Editor to do so. They are probably controlled from a .blmap file, but I'm not sure exactly. ✔ Yes, not much ✘ No
.blmap Binary Light Map (?) This is normally used to map the position of the lighting effects of objects/etc. in the hint movies in Peach's Castle, NSMBWii World Maps, and NSMBWii Levels. They are located in the /Env/Env_course.arc/light/, /Env/Env_movie.arc/light/, and /Env/Env_world.arc/light/ folder in NSMBWii. To edit these files, you can use Wexos's Post-Effect Editor to do so. They probably control a .blight file, but I'm not sure exactly. ✘ No ✘ No
.bmg Basic Messages (?)
OR
Binary Messages (?)
This file is used to store many of the messages/texts in the game. It's always included in the Message.arc file in the game, NewerSMBW and the original NSMBWii. There's the SZS Modifier/CTools applications to edit BMG files. Although, SZS Modifier cannot edit any text in a .bmg file longer than the original and it cannot open a .bmg file, if it's not in an .arc file, unlike CTools. ✔ Yes, fully ✘ No
.bnr Banner Contains the information for the animated icon of the channel in the Wii Menu and when you click on it. There's only one file (opening.bnr) in NSMBWii. It's pointless to edit it and use it in a Riivolution patch, due to the fact that Riivolution never shows the previews of that file. There are many tutorials on Google/YouTube on how to edit this file. ✔ Yes, fully ✘ No
.brbnk Binary Revolution MIDI Bank Wii "SoundMaker" MIDI Sound Bank File. These files are usually located INSIDE the BRSAR file. They
contain a pack BRWAV (or "RWAV") files (for the samples/instrument/etc. data when playing the BRSEQ files), encoded
usually in 4-bit NGC DSPADPCM, 8-bit PCM, or 16-bit PCM. The BRWAVs can also be looped, too.
There is one editor, BrawlBox, which can edit BRBNK files (as long as if they're inside a BRSAR file), and does not require any portions of Nintendo's stuff.
✘ No ✘ No
.breff Binary Revolution Visual Effect(s) Wii NW4R visual effect(s) file. They contain information on how to show textures/color on visual effects from the BREFT file.
In NSMBWii, they are located in the /Effect folder. These files are originally created by Nintendo's EffectMaker application from their NW4R SDK, be aware the SDK is illegal to download/get. You can use
BrawlBox or Wiimm's SZS Tools to edit BREFF files, too.
✔ Yes, fully ✘ No
.breft Binary Revolution Visual Effect(s) Textures Wii NW4R visual effect(s) textures file. These files are linked to a BREFF file. They contain the textures/colors for the visual effects of the BREFF to
show. You can use
BrawlBox or Wiimm's SZS Tools to edit BREFT files, too.
✔ Yes, fully ✘ No
.brfnt Binary Revolution Font Wii NW4R font file. These files usually contain the fonts (including picture-icons of
player heads, castle icons, etc) of NSMBWii/NewerSMBW. You can also use a program called BRFNT2TPL to convert it to a .tpl file, then edit the .tpl and convert it back to BRFNT.
You can also use RoadrunnerWMC's BRFNTify Next program here, to view and/or extract the textures of a BRFNT. These BRFNT files are originally created by
Nintendo's FONTCVTR.EXE application from their NW4R SDK, be aware the SDK is illegal to download/get.
✔ Yes, fully ✘ No
.brlan Binary Revolution 2D Layout Animation Wii NW4R layout animation file. These files are used in many ARC files and are linked to BRLYT files for animating them.
There is one editor, Wii LayoutEditor to edit such files.
To simply change values/etc. without the need of hex editing, you can also use Benzin
to convert them to XMLAN and vice versa, so that you can edit them without any need of hex editing.
✔ Yes, fully ✘ No
.brlyt Binary Revolution 2D Layout Wii NW4R layout file. These files are used in many ARC files for layouts (In NSMBWii: /Layout
folder, In NewerSMBW: /Layouts or /Others folder), e.g. color/lighting/positioning of
showing textures. They're also used to set up stuff like Graphical Intefaces and Menus. There are 2 editors,
Wii LayoutEditor and
Treeki's LayoutStudio. To simply
change values/etc. without the need of hex editing, you can also use Benzin
to convert them to XMLYT and vice versa, so that you can edit them without any need of hex editing.
✔ Yes, fully ✘ No
.brres (or .brtex) Binary Revolution Resource Archive A resource file, such files are usually INSIDE many ARC files (In NSMBWii: /Object and
/MovieDemo, In NewerSMBW: /SpriteTex folder), usually for holding 3D/2D models/animations/layouts/etc.
In the /HomeButton2 folder of NSMBWii, there's one BRRES file (with a file extension change to .brtex)
containing one TEX0 file (containing the texture of the Home Button disallowed icon). They are also used for the backgrounds of some NewerSMBW Maps as well. BRRES files can be opened up using
BrawlBox and SZSModifier/CTools. Although, SZS Modifier cannot open a .brres file, if it's not in an .arc file, unlike BrawlBox or CTools.
✔ Yes, fully ✘ No
.brsar Binary Revolution Sound Archive Wii "SoundMaker" Sound Archive File. This archive contains the sound effects of NSMBWii and controls the BRSTM Music/BGM files,
this file format is also commonly used in other Wii games (and the Wii's System Menu!) for SFX and BRSTM music, too. These files are originally created by Nintendo's SoundMaker application from their NW4R SDK, be aware the SDK is illegal to download/get. NSMBWii/NewerSMBW only contains one BRSAR (located at /Music/rsar/ in NewerSMBW and /Sound in NSMBWii). There is one editor, BrawlBox, which can edit BRSAR files, and does not require any portions of Nintendo's stuff. If you're replacing BRSTM files, you'll need to patch the BRSAR file, for the BRSTMs to loop properly, more info here.
✔ Yes, not much ✘ No
.brseq (or sometimes .rseq) Binary Revolution MIDI Sequence Wii "SoundMaker" MIDI Sequence Sound File. These files are usually located INSIDE the BRSAR. They contain
instruments/notes data for playing the BRWAV files (inside the BRBNK, that's linked to the BRSEQ). There's
no program available to edit these files, so you may need to hex edit these files to change the instruments/notes, the BrawlBox
Team was also working on a way to edit BRSEQs or convert them to SMF MIDI files (the Windows-readable .mid files), but I haven't heard any recent news about it. You can also use a separate program called RSEQ2MIDI (which is on ZementBlock's Google Drive), to convert BRSEQ files to SMF MIDI files.
✘ No ✘ No
.brstm (in NewerSMBW: .er) Binary Revolution Audio Stream Wii "SoundMaker" Stream Sound File. These files are external and linked/controlled from a BRSAR file and contain the Music/BGMs
of the game and its levels. They support these encodings, 4-bit NGC DSPADPCM, 8-bit PCM, and 16-bit PCM. They can contain a maximum up
to 16channels and 8streams (or 8channels and 4streams for NSMBWii/NewerSMBW). There's a file extension change to .er in NewerSMBW. Such files are located in
NewerSMBW, /Music/stream or /Music. In NSMBWii, /Sound/stream. There are many BRSTM
converters, including Brawl Custom
Sound Maker GUI
, Multi BRSTM Builder
GUI
, and BrawlBox.
Some BRSTM/ER files (mapXX.er) and BRSTM files starting with STRM_
are multichannel. Also, too if you're replacing the BRSTM files in NSMBWii
(not NewerSMBW), you'll need to patch the BRSAR file w/
hamradio's BRSAR patcher. Make sure
your BRSTM is lesser than or equal to 16MB (16777215 bytes) before you patch the BRSAR w/ it. There's no need to
do any patching if you're replacing the ER files in NewerSMBW. If you want to patch the BRSAR with bigger BRSTMs (greater than 16MB), use Better Wii BRSTM BRSAR Patcher.
✔ Yes, not much ✔ Kind of (for the ER files)...
.brwsd (or sometimes .rwsd) Binary Revloution Wave Sound Data Archive Wii "SoundMaker" Wave Sound Archive File. These files are usually located INSIDE the BRSAR. They contain a set of BRWAV
(or "RWAV") files (for sometimes for sound effects), encoded usually in 4-bit NGC DSPADPCM, 8-bit PCM, or 16-bit PCM. The BRWAVs can also be looped, too.
There is one editor, BrawlBox, which can edit BRWSD files (as long if they're inside a BRSAR file), and does not require any portions of Nintendo's stuff.
✘ No ✘ No
.brwav (or sometimes .rwav) Binary Revloution Waveform These files are usually inside a BRBNK/BRWSD file (inside the BRSAR file). They contain waveform data encoded in 4-bit NGC DSPADPCM, 8-bit PCM, and 16-bit PCM. They're usually for sound effects and the sounds of instruments (if inside an BRBNK file). Such files can be decoded/played using VGMStream. ✘ No ✘ No
.bti Basic Texture Image (?) Usually a really obscure image format. They're located in /Env/Env_course.arc/dof/ folder, the save_banner.arc file, and
the /Object/Mask.arc file in NSMBWii. Also
in a NSMBWii hack by Skawo (Another Super Mario Bros. Wii), there's also one in the /sample folder of the hack. They can also be opened up with Wiimm's SZS Tools or CTools.
✔ Yes, fully ✘ No
.bwav Binary Waveform (?) These files are located in the /HomeButton2/SpeakerSe.arc file in NSMBWii. They contain the
P1/P2/P3/P4 wii remote connect sound effects and the
Wii Remote Volume +/- toggle sound effect (that plays when pressing the {+}/{-} buttons
to change the volume on the Wii Remote).
I think these sound files normally output to the Wii Remote speaker.
These are RAW/Headerless Mono (1channel) Big-Endian 16-bit PCM audio files, sampled at 6000Hz. They
can be opened using Audacity, by clicking File
--> Import --> Raw Data and selecting the BWAV file. And can possibly be opened up in any audio editor, if it supports importing RAW/Headerless audio files.
✘ No ✘ No
.csv Comma Separated Values In NSMBWii, these files are usually used for the world map routes/path data. They're
located at /WorldMap/RouteInfo.arc in NSMBWii. There are also standalone CSV files in the /HomeButton2
folder of NSMBWii (which usually contains the data/messages or whatever of the HOME Menu). You'll have to hex edit this
file if you're willing to change stuff in the HOME Menu. If you're willing to edit the world map routes/path data, see this tutorial here.
✔ Yes, fully ✘ No
.dol Dolphin Executable Gamecube (codename "Dolphin") and Wii game disc executable file.
The DOL file that contains the main and most of the code & assembly (ASM) for
the game on the disc is usually titled as main.dol.
This is a PowerPC binary file. You can use IDA Pro to decompile/disassemble the DOL to PowerPC Assembly Language
so you can modify portions of the game, but don't expect this to be easy and a short task.
✔ Yes, not much ✘ No
.img Image On the NSMBWii game disc, this file is usually an apploader (probably has something to do with
loading the game disc or something). There's one IMG file called apploader.img on the NSMBWii disc.
✘ No ✘ No
.kpbin Koopatlas Binary Map In NewerSMBW, these files usually contain the world map data/info. They can be found in the /Maps folder in NewerSMBW.
They are created by the Newer Team, via their application Koopatlas
(since Koopatlas isn't available in an EXE file, you'll only find the source code for download, so the link
I gave you to koopatlas will lead you to compiled EXE file so that you can run it on Windows, thanks to
Kinnay {Kamek64}).
KPBIN files usually are generated from a KPMAP file (the KPMAP file is the Koopatlas-readable version of the map).
To generate a KPBIN file (the NewerSMBW-readable version of the map) from a KPMAP, you'll have to click File -->
Export in Koopatlas.
✘ No ✔ Yes
.LH LZ77+Huffman Compress Wii NTCompress file. They're normally for compressing certain files (mostly .arc). Some files on the Mario Sports
Mix game disc uses this compression. The .arc/.kpbin (and probably many others?)
files in NewerSMBW are compressed with this compression (as they end in .LH).
These files are originally created by Nintendo's NTCompress application from their RVL SDK, be aware the SDK is illegal to download/get.
They're only two programs to decompress LH Files without using portions of Nintendo's stuff, Treeki's
LHDecompressor (you'll need to compile this as this is C++ source code), and
RoadrunnerWMC's LH Decompressor python script (you may need to compile this python
script, or also otherwise run it in the python terminal?). Unfortunately, there's no program compress files to LH, only NTCompress can do so...
✘ No ✔ Yes
.LZ LZ77 Compress Wii NTCompress file. They're normally for compressing certain files (mostly .arc). The .rel
files in NSMBWii are compressed with this compression (as they end in .rel.LZ).
These files are originally created by Nintendo's NTCompress application from their RVL SDK, be aware the SDK is illegal to download/get.
They're MANY programs to decompress and/or compress such files to LZ77 files (including LZ77Mii from the Wii.cs Tools), but many of those refer to compressing/decompressing
such files w/ a "LZ77" ASCII header + w/ other metadata, etc. (which
isn't in the .LZ files in NSMBWii), so AFAIK, maybe only NTCompress can decompress/compress such files like this...
✘ No ✘ No
.pcm Pulse Code Modulation This file is linked to a WT file (if it has the same name as the WT file), which is an MIDI bank "info/meta/table" part.
There's one PCM file located inside the file /HomeButton2/HomeButtonSe.arc in NSMBWii.
PCM files contain all the RAW waveform/audio data (originally and mostly the Home Menu Sound Effects, and these
PCM files doesn't contain any header information),
that are played by the MID files (linked to the WT file). A PCM file can be encoded in
4-bit NGC DSPADPCM and 16-bit PCM (and maybe 8-bit PCM?). They
can be opened using Audacity, by clicking File
--> Import --> Raw Data and selecting the PCM file, although it might sound "staticy" and some sounds may be slowed down or speeded up than normal. This can possibly be opened up in any audio editor, if it supports importing RAW/Headerless audio files.
✘ No ✘ No
.mid Musical Instrument Digital Interface This file is usually an SMF MIDI file (version/format 0 or 1). There are many of these files in /HomeButton2/HomeButtonSe.arc in NSMBWii.
The SMF MIDI files are linked to a WT MIDI bank for playing the sound effects
of the Home Menu (the sound effects are located inside the PCM file w/ the same filename as the WT file).
The SMF MIDI files can be opened/played in Windows Media Player (and virtually any other Media Player, if it supports .mid files) and can also be edited using Anvil Studio.
✔ Yes, fully ✘ No
.rel Relocatable Module
OR
Relocs
A compiled relocatable object/script file/module, usually
to help function certain or all stuff in the game, I've heard that
they MAY contain portions of the game's code. They're usually
compressed w/ the Nintendo NTCompress LZ compression in NSMBWii (as
they end in file extension .rel.LZ). They are located in the /rels folder of NSMBWii.
✔ Yes, not much ✘ No
.tpl Texture Palette Wii "TEXCONV.EXE" texture image. They're basic image/texture files. In NSMBWii, they're mostly in ARC files, they're also used in BRLYT/BRLAN files for layouts.
These files are originally created by Nintendo's TEXCONV.EXE application from their RVL SDK, be aware the SDK is illegal to download/get.
In NSMBWii, there's ONE stanalone TPL file in the /HomeButton2 folder.
In NewerSMBW, they're standalone TPL files in the /LevelSamples folder.
There are many programs, including BrawlBox,
SZS Modifier/CTools, or Wiimm's SZS Tools to edit/create TPL files, and does not require any portions of Nintendo's stuff.
Although, SZS Modifier cannot open a .tpl file, if it's not in an .arc file.
✔ Yes, fully ✘ No
.txt Text There's one file named config.txt in the /HomeButton2 directory of NSMBWii.
It's probably the configuration file for probably refferring to a BRLYT file to the Home Menu (that menu that appears
when you press the HOME button on your Wii Remote). In NewerSMBW, for the Maps List.txt file, it contains the list
of the World Map .kpbin files. You can edit it with any text editor, but keep in mind that the List.txt file
uses the Unix (LF) line feed format, so whichever text editor you're using, make sure it supports the Unix (LF) line feed format. Don't use MS Notepad to edit this file, since it doesn't support the Unix (LF) line feed format.
✘ No ✔ Kind of (for the List.txt file)...
.wt Waveform Table (?) Wii DLS1WT file. There's one WT file inside /HomeButton2/HomeButtonSe.arc in NSMBWii.
From what I know, it's a MIDI bank "info/meta/table" part, linked to a PCM file (that has the same name as the WT file), containing
the waveform data all together (for the instruments/notes/sample data for playing the MID files {linked to the WT file}), that may be encoded in 4-bit NGC DSPADPCM or
16-bit PCM (maybe the waveform can be also encoded as 8-bit PCM?). These files are originally created by Nintendo's DLS1WT application from their RVL SDK, be aware the SDK is illegal to download/get.
✘ No ✘ No

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Posted on 07-08-17, 01:10 am in General New & NewerSMBW Modding Tools

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...and forgot BRFNT-ify next by RoadrunnerWMC.
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Posted on 07-08-17, 01:39 am in Known File Extension&Formats List newersmbwnsmbwii

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Awesome table ! Care about explaining some of the syntax you used in a PM ?
What do you mean by syntax? I just used HTML/CSS to make and pretty up the table. If you're looking for the table code and HTML/CSS of it, you can simply hit the Quote button on my post to get it.

And about explaining it, it's pretty complicated...

- You can find .bin files inside tilesets, they are used to store the texture and the animations (both level and map tilesets).
- BMG files don't need to be inside an ARC to be recognized by CTools.
- You can edit BRFNT by using BRFNT2TPL to convert it, editing the TPL and converting back.
- You can find a RSEQ2MIDI on ZementBlock's Google Drive.
- BTI can be opened in CTools
- LZ files can be uncompressed by LZ77Mii in Wii.cs Tools.
- You can open .pcm files in Audacity (File>Import Raw Data), but some play at a slower pace than normal.
All of those infos are all added. Also, does LZ77Mii work with the LZ files in NSMBWii? Because AFAIK, LZ77Mii can only compress/decompress LZ files with the LZ77 ascii header (and there's no header in the LZ files in NSMBWii).

- BRTEX can also be opened in BrawlBox
- You forgot .er files.
Didn't I already mention that BRRES files can be opened in BrawlBox, and also that BRRES are also BRTEX files? And about ER files, didn't I already mentioned it near the BRSTM files info in the list (on the table)?
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Posted on 07-08-17, 02:01 am in Known File Extension&Formats List newersmbwnsmbwii

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One thing though, brtex files are very similar to tpl files, and not to brres files. You can check in BrawlBox.

EDIT : You forgot the NSMBW BRSAR Patcher, to edit the BRSAR. Also, here is the link for RSEQ2MIDI : https://drive.google.com/file/d/0Bxd06f_KVxnmbjhsOTVTN3RXams/view
Then why when I open the HomeButtonIcon.brtex file in BrawlBox, BrawlBox always recognizes it as a BRRES file?

Also I added the link to the RSEQ2MIDI program to the post.
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Posted on 07-08-17, 02:03 am in How to rename a NSMBW tileset

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NOTE: The tutorial was not written by me, and was written by John Telstra (on RVLution). So credit goes to him for the tutorial (and me for adding extra info, improving some grammatical errors, and publishing it here).

Posted by John Telstra
Don’t like the name of a NSMBW Tileset?

If anybody keeps bugging people on how to rename custom tilesets, you’ve bumped into the right topic. (No ASM Hacks needed!!!)

What you’ll need is: Reggie Level Editor, UltimateU8 from the Wii.cs tools (or any other Wii U8 archive file utility), a Wii or WiiU(vWii), and a tileset file (it can start with Pa0, Pa1, Pa2, and Pa3).
We’ll start with the tileset “Pa1_StarHaven.arc” from NewerSMBW.

Step 1: (SKIP THIS STEP IF YOU ALREADY HAVE A WII U8 ARCHIVE FILE UTILITY) Download the Wii.cs tools here: http://code.google.com/p/showmiiwads/downloads/detail?name=Wii.cs%20Tools%200.3.rar&. And extract all of it contents into one folder then open it now open UltimateU8.

Step 2: Get a tileset file (.ARC) that you would like to edit. For example I’m using “Pa1_StarHaven.arc” from NewerSMBW, and open it.

Step 3: Then rename the first file in the ARC archive “d_bgchk_Pa1_StarHaven.bin” (might be different if you're using a different tileset) to something fitting like “d_bgchk_Pa1_StarryWorld.bin” or anything else.

Step 4: Now rename the second file in the ARC archive “Pa1_StarHaven_tex.bin.LZ” (might be different if you're using a different tileset) to something fitting like “Pa1_StarryWorld_tex.bin.LZ” or anything else.

Step 5: Now rename the third file in the ARC archive “Pa1_StarHaven.bin” (might be different if you're using a different tileset) to something fitting like “Pa1_StarryWorld_tex.bin.LZ” or anything else.
Then rename the fourth file in the ARC archive “Pa1_StarHaven_hd.bin” to something fitting like “Pa1_StarryWorld_tex.bin.LZ” or anything else.

Step 6: Download the Reggie! Level Editor here: http://horizonwii.net/?page=thread&id=46.

Step 7: Now in the level editor go to “Area Settings” (which is the crate icon). Now in the “Tilesets” section and choose which suite you want to put your tileset. Standard Suite refers to Pa0 tilesets, Stage Suite refers to Pa1 tilesets, Background Suite refers to Pa2 tilesets, and Interactive Suite refers to Pa3 tilesets. Now go to the boxes in whichever suite, then go to “Custom Filename...”, then add the file name of your tileset. The Tilesets must be located at the Stage/Texture folder (of the NSMBWii disc or Riivolution patch folder) for Reggie! To recognize it. Do not add the extension “.arc” at the end of the filename.

Step 8: Test and Improve!!!

NOTE: You can’t rename the tileset filename just like that without renaming the contents of the tileset, because Reggie! wouldn’t recognize the contents of the tileset and will not load the tileset up.

Custom tilesets can crash the game. If you’re willing to use a custom tileset with Riivolution, here's how to load custom tilesets with Riivolution: http://rvlution.net/wiki/NSMBW_Custom_Tileset_XML.

Note that I tried this before and it works perfectly fine. It should work find for you all here.

If you guys need help, post a reply on my topic or PM me. Have a splendid day.

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Posted on 07-08-17, 02:07 am in NSMBW Versions Explained (for Newbies) knowledge (rev. 1 by 9211tr on 10-12-17, 03:33 am)

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You can also check which region of the game you have by looking at the NSMBW disc.
At the bottom of the disc, you should see something like, RVL-B0-SMN or such. And the SMN part can determine which region of the game you have.

SMNE is NTSC-U (United States / North America)
SMNP is PAL (Euorpean/Austrailian)
SMNJ is NTSC-J (Japanese)
SMNK is NTSC-K (South Korean)
SMNC is NTSC-C (Chinese)
SMNW is NTSC-C (Taiwanese)
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Posted on 07-08-17, 02:11 am in NSMBW Versions Explained (for Newbies) knowledge

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You're welcome.
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NOTE: The tutorial was not written by me, and was written by John Telstra (on RVLution). So credit goes to him for the tutorial (and me for adding extra info, improving some grammatical errors, and publishing it here).

Posted by John Telstra
Hey guys, today I’m gonna show you how to get the ability to put longer text in a BMG File from a Wii Game. If you all want longer text in a BMG File but you don’t want to Hex Edit, etc., You bumped into the right Tutorial.

Are you getting this Message when trying to edit the text with longer characters than the original in SZS Modifier?




Step 1: Get a BMG File from a Wii game (since I'm posting this tutorial here on a NSMBWii modding board, I'll obviously use NSMBWii).


Step 2: After you got a BMG File, Download CTools here and run the installer.


Step 4: After installing it, Locate and Open BMG Editor on your PC’s Desktop. Then open your BMG File. Then Try putting longer text than the original in one of the message boxes.


Step 5: After that, Save the BMG File and test it on one of your Wii Games to see if it really works.
If it gives you a Message Something like this



after saving the files, Ignore it and Click Continue.

It should work with any of your Wii Games. If it doesn’t, send me a PM about it or Post Whatever about it here. Happy Hacking.

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Posted on 07-08-17, 02:31 am in How to run cheat codes in a game using Riivolution (rev. 3 by 9211tr on 01-02-18, 08:52 pm)

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NOTE: The tutorial was not written by me, and was written by John Telstra (on RVLution). So credit goes to him for the tutorial (and me for adding extra info {and my adjustments/modifications}, improving some grammatical errors, and publishing it here).

Posted by John Telstra
Now if anyone is bugging on how to run cheat codes in your Wii game using Riivolution in the forums/etc., Here’s a brief tutorial on how to do it.

Requirements

-Riivolution.

-SD card w/ at least 1 or 2 GB or USB device.

-The /codes directory on the SD/USB Device, containing the cheat codes in a .gct file.
NOTE: This tutorial doesn't provide any instructions on how to create a .gct file for the cheat codes (I assume you got it all created/ready on your SD/USB device), this tutorial only gives you instructions on how to run the .gct file (containing the cheat codes) using Riivolution.

-The Ocarina cheat code launcher pack for Riivolution (download here).

-Your Wii game (compatible w/ your cheat code you're using).

-A Wii console (I think it also works with Wii U {vWii}).

Tutorial

Step 1: After you have extracted the Riivolution Ocarina cheat code launcher ZIP archive, there should be a folder called /riivolution on the SD or USB device. Open the /riivolution folder up, and it should contain the following files:



Step 2: After that, insert your SD or USB device into your Wii, then insert your game disc (that is compatible for the cheat codes) into your Wii, and launch Riivolution up. Enable the following options, as shown in the photo below, then hit Launch:



NOTE: It's recommended to disable other NSMBWii hacks before enabling the options shown in the picture above, as there could be conflicts w/ the cheats and the NSMBWii hacks trying to work at the same time!

After that, the codes should be good and working in the game. For an example, I applied the MoonJump cheat code (for NTSC-U) into NSMBWii. Here’s a preview:



If you have any questions or need help with the tutorial, feel free to PM me or post whatever about it here. Enjoy putting cheat codes in your game with Riivolution!

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Posted on 07-08-17, 02:35 am in How to Load Your Levels in Riivolution

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Notes :

- IOS37 is required to run Riivolution, the program will ask you if you want to install it (Its safe)
Also keep in mind that if you're on the Wii U (vWii), and if Riivolution asks you to downgrade IOS37, that's means you have Riivolution v1.04, v1.03, v1.02, v1.01, or v1.00.

So you'll need Riivolution v1.05 (or better, the latest version, v1.06, at the time of this post), in order for Riivolution to work on Wii U.
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Posted on 07-08-17, 02:41 am in How to edit the Title Screen in NSMBWii/NewerSMBW to not crash

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NOTE: The tutorial was not written by me, and was written by John Telstra (on RVLution). So credit goes to him for the tutorial (and me for adding extra info, improving some grammatical errors, and publishing it here).

Posted by John Telstra
Hello Everyone. Today I’m gonna show you how to edit the title screen in NSMBW/NewerSMBW. (since nobody posted any tutorial on how to do it). Now if you’re willing to edit the title screen for your NSMBW/NewerSMBW Hack, etc. You bumped into the right tutorial.

1. Get the Reggie! Level Editor here.

2. After downloading the level editor. Extract it into a folder you wish to put it in. After that, open reggie.exe in the folder you extracted the file in and choose the Game’s Stage Folder.

3. Then Browse to the Stage folder and open 01-40.arc.

4. Then move the entrance at least 4 blocks as it shows in the picture below, first. Then make your edits to the title screen.



5. Finally, You can test and Improve it!

If you have problem w/ The title screen, send me a PM about it or Post what about it here. Happy Hacking.

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Posted on 07-08-17, 02:41 am in How to Load Your Levels in Riivolution

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You're Welcome.
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Posted on 07-08-17, 02:43 am in Known File Extension&Formats List newersmbwnsmbwii

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Because I like the current table format better.
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Posted on 07-08-17, 02:49 am in Load NSMBW in Dolphin Without ISO

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534d4e50 - NSMBW PAL
534d4e45 - NSMBW NTSC-U
534d4e4a - NSMBW NTSC-J
534d4e4b - NSMBW NTSC-K
Or 534d4e57 for NSMBWii CHT (Chinese/Taiwanese version)?
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Posted on 07-08-17, 03:01 am in How to change NewerSMBW's ASM folder path

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NOTE: The tutorial was not written by me, and was written by John Telstra (on RVLution). So credit goes to him for the tutorial (and me for adding extra info, improving some grammatical errors, and publishing it here).

Posted by John Telstra
Hello guys, today I’m gonna show you how to change NewerSMBW's ASM folder path. If you want all the ASM to load in a different folder name, you bumped into the right tutorial. Let’s get started!


Step 1: Get PSPad hex editor here: https://www.dropbox.com/s/gvo3393g3wzq87i/PSPad%20Hex%20Editor.zip?dl=0. And extract it into one folder.


Step 2: Open NewerSMBW's Loader.bin in the hex editor and You should see these words:





Step 3: Hit Ctrl-H simultaneously on the keyboard in the hex editor then it should bring up a little window. In the Find box, type NewerRes. Then think up of a word that has 8 characters and put it in the Replace box. For an example, we'll use the name "Demo-Res". Make sure to have the As Text option checked under both of the boxes! Otherwise it’ll focus on the hex values instead of the text.


NOTE: Thinking up of a word that has more or less than 8 characters, may do SEVERE damage to the Loader.bin.


Step 4: Save the Loader.bin file by pressing Ctrl-S on the keyboard. Rename the NewerRes folder to the word that you thought up (for example we used "Demo-Res". Go into the folder you just renamed and open up the following files,
DLCodeEU_1.bin, DLCodeEU_2.bin, DLCodeJP_1.bin, DLCodeJP_2.bin, DLCodeUS_1.bin, DLCodeUS_2.bin, with PSPad.



Step 5: And Again, Hit Ctrl-H simultaneously on the keyboard in the hex editor then it should bring up that little window again. In the Find box, type NewerRes. Then type the word you thought up of while you were reading Step 3 in Replace box. And again, make sure to have the As Text option checked under both of the boxes! Otherwise it’ll focus on the hex values instead of the text.


Step 6: Test to see if it works!


NOTE: You can also put the

<folder external="/[example]/[example]/" disc="/NewerRes/" create="true"/>

line in your XML to have a different folder name instead of NewerRes, but it is not recommended since I've seen some flaws when testing it. Replace the [example] statement w/ your folder name.



If the tutorial doesn’t work, etc., send me a PM about it or Post Whatever about it here. Happy Hacking.

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Posted on 07-08-17, 03:02 am in General New & NewerSMBW Modding Tools

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I could possibly do something with it if I find the source code.
Maybe build the code as an EXE binary so we can use it on Windows?
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Posted on 07-08-17, 03:11 am in How to create custom backgrounds for NSMBW

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Posted by Danster
You first need to name your background. For example, bgA_1111 for a Scenery
bg. Or, bgB_2354 for a backdrop bg. It doesn't matter too much. It just needs
to correspond with the 4 # pattern.
Keep in mind that the four number pattern is an hexadecimal number (ranging from 0000 to FFFF). And remember THAT YOU CANNOT edit the bgA_ or bgB_ text (before the four number pattern) or unpredictable results may happen in the game.
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Posted on 07-08-17, 04:45 pm in Known File Extension&Formats List newersmbwnsmbwii

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Didn't I already mentioned the BRSAR patcher near the BRSTM files info in the list (on the table)?
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Posted on 07-08-17, 05:13 pm in Changing the NSMBWii/NewerSMBW Interface (rev. 7 by 9211tr on 09-24-17, 11:19 pm)

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NOTE: The tutorial was not written by me, and was written by John Telstra (on RVLution). So credit goes to him for the tutorial (and me for adding extra info, improving some grammatical errors, and publishing it here).

Posted by John Telstra





If you need help w/ any of the changing some parts of the Newer interface or have any questions about this tutorial, feel free to send me a PM or post whatever about it here. Happy Hacking.

Benzin XMLYT Converter Download.

NOTE: In case if anyone gets an FAST_CWD pointer computing error with Benzin (http://horizonwii.net/?page=post&id=3001), try downloading the cygwin1.dll file here (don't get the 64-bit version, since Benzin is a 32-bit application): http://www.dlldownloader.com/cygwin1-dll/ (it's a reliable source and not malicious) and replace the existing cygwin1.dll file in the Benzin download, with the download from that site (DLLdownloader) to fix the issue.

If you've tried that out, first, and it doesn't work, try what customlevelfan78 said here: http://horizonwii.net/?page=post&id=3011

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Posted on 07-08-17, 05:34 pm in Changing the NSMBWii/NewerSMBW Interface

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Just tell him what information to add in.
Yes, but as long as it's necessary for the post and that whatever information (tutorial/etc.) works for me as well, first.
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