Layouts: Difference between revisions
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This page | This page lists all known information about Layouts (often referred to as HUD or UI) found in ''Super Mario Galaxy'' (SMG) and ''Super Mario Galaxy 2'' (SMG2). | ||
The information may apply to other Nintendo games with more or less accuracy. | |||
==Terminology== | ==Terminology== | ||
Explain terms like pane, SFL (STationedFileList = File is always in RAM), ... | Layouts consist of several filetypes created by Nintendo: | ||
Explain quirks with layouts, e.g. language specific pane suffixes (EuEn, UsEn, KrKo etc.), unused 16x9/4x3 behaviour | |||
Explain references to non exising fonts like MessageFont26kor.brfnt | === '''.arc''' (RARC - Revolution ARChive) === | ||
Every Layout is stored in a Yaz0 compressed RARC archive (indicated by the .arc file extension). These archives hold subfolders including the required files that make up a Layout. Those subfolders are: | |||
{| class="wikitable" | |||
|anim | |||
|Contains .brlan files | |||
|- | |||
|blyt | |||
|Contains a .brlyt file. A few layouts use multiple | |||
|- | |||
|font | |||
|Contains .brfnt files. This folder is rarely seen but functional | |||
|- | |||
|timg | |||
|Contains .tpl files | |||
|} | |||
A technical breakdown of this file format can be found [[RARC (File Format)|here]]. | |||
=== .brlyt (RLYT - Revolution LaYouT) === | |||
The main controller for a Layout is the RLYT file (indicated by the .brlyt file extension). It consists of multiple sections: | |||
{| class="wikitable" | |||
|Textures | |||
|A list of all used .tpl files (textures) | |||
|- | |||
|Fonts | |||
|A list of all used .brfnt files (fonts) | |||
|- | |||
|Materials | |||
|A list of all materials alongside their settings. Materials can alter the appearance of textures | |||
|- | |||
|Hierarchy | |||
|A treeview-like list of all panes | |||
|} | |||
Panes make up the structure of a Layout. There are different types of panes: | |||
{| class="wikitable" | |||
|Null Pane | |||
|An empty and invisible pane, sometimes acting like a folder for other panes | |||
|- | |||
|Picture Pane | |||
|This pane type references a material (and thus at least one texture) with additional control over the position, size, scale, rotation and visibility of which | |||
|- | |||
|Text Box Pane | |||
|A pane that controls how glyphs from a font are rendered. It can control the position, size, scale, rotation, visibility, kerning and coloring of the text | |||
|- | |||
|Window Pane | |||
|Provides essentially the same settings as a Picture pane but allows textures to be rendered as a frame with 4 corners | |||
|- | |||
|Boundary Pane | |||
|Could be called "Hitbox Pane" for simplicity. This pane is invisible to the player but provides feedback when hovered with the pointer | |||
|} | |||
A technical breakdown of this file format can be found [https://wiki.tockdom.com/wiki/BRLYT_(File_Format) here]. | |||
=== .brlan (RLAN - Revolution Layout ANimation) === | |||
=== .tpl (TPL - Texture Palette Library) === | |||
=== .brfnt (RFNT - Revolution FoNT) === | |||
=== .bti (BTI - Binary Texture Image) === | |||
Explain terms like pane, SFL (STationedFileList = File is always in RAM), ... | |||
Explain quirks with layouts, e.g. language specific pane suffixes (EuEn, UsEn, KrKo etc.), unused 16x9/4x3 behaviour | |||
Explain references to non exising fonts like MessageFont26kor.brfnt | |||
Elaborate on unused behaviour of layouts (especially SuddenDeathMeter) | Elaborate on unused behaviour of layouts (especially SuddenDeathMeter) | ||
Line 345: | Line 414: | ||
| ✓ | | ✓ | ||
| Has unused textures of the hand icon | | Has unused textures of the hand icon | ||
| | |||
|- | |||
|errormessagewindow | |||
| | |||
|SMG | |||
|main.dol | |||
|Additional text panes in Korean region suffixed with KrKo and CnSi | |||
|messagefont26.brfnt | |||
|{{Tooltip|✓/✗|While not being included in the SFL, this Layout is still permanently loaded due to its includance in the game executable}} | |||
| | |||
| | |||
| | |||
|- | |||
|ErrorMessageWindow | |||
| | |||
|SMG2 | |||
|main.dol | |||
|Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr | |||
|MessageFont26.brfnt | |||
|{{Tooltip|✓/✗|While not being included in the SFL, this Layout is still permanently loaded due to its includance in the game executable}} | |||
| | |||
| | |||
| | | | ||
|- | |- | ||
Line 1,881: | Line 1,972: | ||
!Image | !Image | ||
|- | |- | ||
|BallGuidanceReplace | |||
|LayoutData | |||
| | | | ||
|The textures were changed and increased in height. In the archive they show a hand holding a Wii Remote (top) and two hands holding a white Nintendo Switch (bottom). However these textures are replaced at runtime with higher resolution textures showing a hand holding a Joy-Con (top) and two hands holding a grey Nintendo Switch (bottom) | |||
| | | | ||
|- | |||
|SpinGuidanceReplace | |||
|LayoutData | |||
| | | | ||
| | |This layout was not changed from the Wii version, however the Switch version replaces the textures at runtime with images of a hand holding a Joy-Con | ||
| | | | ||
|- | |- | ||
| | |TiltGuidanceReplace | ||
|LayoutData | |||
| | |||
| | | | ||
|The textures were changed and increased in height. In the archive they show a hand holding a Wii Remote (top) and two hands holding a white Nintendo Switch (bottom). However these textures are replaced at runtime with higher resolution textures showing a hand holding a Joy-Con (top) and two hands holding a grey Nintendo Switch (bottom) | |||
| | | | ||
|} | |} | ||
Line 1,943: | Line 2,034: | ||
|HomeButton | |HomeButton | ||
|CnSimpChinese | |CnSimpChinese | ||
|RevoIpl_UtrilloProGrecoStd_M_32_I4 | |RevoIpl_UtrilloProGrecoStd_M_32_I4.brfnt | ||
|While being unused, every texture was translated into chinese, implying that a chinese translation for SMG was originally planned to be released on the Wii | |While being unused, every texture was translated into chinese, implying that a chinese translation for SMG was originally planned to be released on the Wii | ||
| | | | ||
Line 1,956: | Line 2,047: | ||
|LayoutData | |LayoutData | ||
| | | | ||
|Likely a development leftover. This layout contains textures with the name of each movie file on them | |Likely a development leftover. This layout contains textures with the name of each movie file on them | ||
| | | | ||
|- | |- | ||
Line 1,962: | Line 2,053: | ||
|LayoutData | |LayoutData | ||
| | | | ||
|Used during the boot sequence of the game | |Used during the boot sequence of the game | ||
| | | | ||
|- | |- |
Revision as of 16:02, 10 April 2024
This page is in progress and may contain incomplete information or editor's notes. |
---|
This page lists all known information about Layouts (often referred to as HUD or UI) found in Super Mario Galaxy (SMG) and Super Mario Galaxy 2 (SMG2).
The information may apply to other Nintendo games with more or less accuracy.
Terminology
Layouts consist of several filetypes created by Nintendo:
.arc (RARC - Revolution ARChive)
Every Layout is stored in a Yaz0 compressed RARC archive (indicated by the .arc file extension). These archives hold subfolders including the required files that make up a Layout. Those subfolders are:
anim | Contains .brlan files |
blyt | Contains a .brlyt file. A few layouts use multiple |
font | Contains .brfnt files. This folder is rarely seen but functional |
timg | Contains .tpl files |
A technical breakdown of this file format can be found here.
.brlyt (RLYT - Revolution LaYouT)
The main controller for a Layout is the RLYT file (indicated by the .brlyt file extension). It consists of multiple sections:
Textures | A list of all used .tpl files (textures) |
Fonts | A list of all used .brfnt files (fonts) |
Materials | A list of all materials alongside their settings. Materials can alter the appearance of textures |
Hierarchy | A treeview-like list of all panes |
Panes make up the structure of a Layout. There are different types of panes:
Null Pane | An empty and invisible pane, sometimes acting like a folder for other panes |
Picture Pane | This pane type references a material (and thus at least one texture) with additional control over the position, size, scale, rotation and visibility of which |
Text Box Pane | A pane that controls how glyphs from a font are rendered. It can control the position, size, scale, rotation, visibility, kerning and coloring of the text |
Window Pane | Provides essentially the same settings as a Picture pane but allows textures to be rendered as a frame with 4 corners |
Boundary Pane | Could be called "Hitbox Pane" for simplicity. This pane is invisible to the player but provides feedback when hovered with the pointer |
A technical breakdown of this file format can be found here.
.brlan (RLAN - Revolution Layout ANimation)
.tpl (TPL - Texture Palette Library)
.brfnt (RFNT - Revolution FoNT)
.bti (BTI - Binary Texture Image)
Explain terms like pane, SFL (STationedFileList = File is always in RAM), ...
Explain quirks with layouts, e.g. language specific pane suffixes (EuEn, UsEn, KrKo etc.), unused 16x9/4x3 behaviour
Explain references to non exising fonts like MessageFont26kor.brfnt
Elaborate on unused behaviour of layouts (especially SuddenDeathMeter)
File List
Below is a full list of all Layouts found in SMG and SMG2 alongside relevant information.
Super Mario Galaxy + Super Mario Galaxy 2 (Nintendo Wii)
Super Mario 3D All-Stars: Super Mario Galaxy (Nintendo Switch)
Layouts found in the Nintendo Switch version of SMG that do not exist in or differ significantly from the Nintendo Wii version.
Layout | Directory | Fonts used | Notes | Image |
---|---|---|---|---|
BallGuidanceReplace | LayoutData | The textures were changed and increased in height. In the archive they show a hand holding a Wii Remote (top) and two hands holding a white Nintendo Switch (bottom). However these textures are replaced at runtime with higher resolution textures showing a hand holding a Joy-Con (top) and two hands holding a grey Nintendo Switch (bottom) | ||
SpinGuidanceReplace | LayoutData | This layout was not changed from the Wii version, however the Switch version replaces the textures at runtime with images of a hand holding a Joy-Con | ||
TiltGuidanceReplace | LayoutData | The textures were changed and increased in height. In the archive they show a hand holding a Wii Remote (top) and two hands holding a white Nintendo Switch (bottom). However these textures are replaced at runtime with higher resolution textures showing a hand holding a Joy-Con (top) and two hands holding a grey Nintendo Switch (bottom) |
Super Mario Galaxy (Nvidia Shield TV)
(ToDo: Talk about all language folders from the Wii existing in this game while being unused)
Below is a list of Layouts found in the Nvidia Shield TV version of SMG that do not exist in or differ significantly from the Nintendo Wii version.
Layout | Directory | Fonts used | Notes | Image |
---|---|---|---|---|
antiAddiction | CnSimpChinese | Used during the boot sequence of the game. | ||
BallGuidance | LayoutData | Almost identical to BallGuidanceReplace from the Wii version, however the textures show a Wii Remote without the Jacket pulled over. This implies that the archive was originally removed from the Wii version due to updated security guidelines. This layout remains unused in the Nvidia version | ||
Censorship | CnSimpChinese | Unused. It includes icons of an A button found in the Wii version, implying that this layout was originally planned to be included in a Wii version of SMG translated to chinese which never released | ||
ErrorMessageWindow | LayoutData | messagefont26.brfnt | Instead of being embedded into the executable, this layout was moved to LayoutData in the Nvidia version | |
GameOver | CnSimpChinese | The texture was translated into chinese, spelling "游残結束" | ||
HomeButton | CnSimpChinese | RevoIpl_UtrilloProGrecoStd_M_32_I4.brfnt | While being unused, every texture was translated into chinese, implying that a chinese translation for SMG was originally planned to be released on the Wii | |
ISBNLayoutData | CnSimpChinese | IsbnFont_00.brfnt | This unused layout contains the same disclaimer as the Censorship layout while filling the ISBN spots with numbers from the embedded font | |
MoviePlaceHolder | LayoutData | Likely a development leftover. This layout contains textures with the name of each movie file on them | ||
nintendoLogo | LayoutData | Used during the boot sequence of the game | ||
nvLogo | LayoutData | Used during the boot sequence of the game. Unlike most layouts this one contains two brlyt files, namely "nvlogo.brlyt" and "warningesrb.brlyt", both of which only render the Nvidia Lightspeed Studios logo to the screen | ||
SpinGuidance | LayoutData | Almost identical to SpinGuidanceReplace from the Wii version, however the textures show a Wii Remote without the Jacket pulled over. This implies that the archive was originally removed from the Wii version due to updated security guidelines. This layout remains unused in the Nvidia version | ||
SpinGuidanceReplace | LayoutData | This layout was not changed from the Wii version, however the Nvidia version replaces the textures at runtime with images of an X button; the button used for spinning on the Nvidia Shield controller | ||
StaffLetterNV | LayoutData | The functionality to send an image to the Wii Message Board was removed from the Nvidia version. Instead it shows the letter directly when talking to Toad in the final level | ||
TiltGuidance | LayoutData | Almost identical to TiltGuidanceReplace from the Wii version, however the textures show a Wii Remote without the Jacket pulled over. This implies that the archive was originally removed from the Wii version due to updated security guidelines. This layout remains unused in the Nvidia version | ||
WiiRemoteStrap | CnSimpChinese | Almost identical to WiiRemoteStrapReplace from the japanese Wii version, however the textures show a Wii Remote without the Jacket pulled over. This implies that the archive was originally removed from the Wii version due to updated security guidelines. This layout remains unused in the Nvidia version | ||
WiiRemoteStrapReplace | CnSimpChinese | This layout contains textures translated into chinese, implying that a chinese translation for SMG was originally planned to be released on the Wii |