Layouts

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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.

File formats

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.

SMG and SMG2 have a feature that allows panes to be ignored based on the game language. Mostly this applies to Text Box Panes, but it works for all other types as well. For example, if the panes TxtStart, TxtStartJpJa and TxtStartUsEn exist under the same parent pane and the game is set to Japanese, then TxtStart and TxtStartUsEn will be ignored and only TxtStartJpJa gets rendered. When the game is set to German, then TxtStart is used and the other two are ignored. This is used to deal with special cases where a language requires more space for words. Mostly such language specific text panes are created for the Japanese, Korean and Chinese speaking regions in order to account for changes in the fonts (like glyph height and width). The following table lists all possible suffixes alongside the language its from:

Language Pane suffix Language folder
Chinese (traditional) AsTr AsTradChinese
Chinese (simplified) CnSi1 CnSimpChinese
Dutch EuDu2 EuDutch
English (american) UsEn UsEnglish
English (european) EuEn EuEnglish
French (american) UsFr UsFrench
French (european) EuFr EuFrench
German EuGe EuGerman
Italian EuIt EuItalian
Korean KrKo KrKorean
Spanish (american) UsSp UsSpanish
Spanish (european) EuSp EuSpanish

1 the Korean version of SMG contains many layouts with this pane suffix, however a chinese version was never released for the Wii. They are however used in the Nvidia Shield TV version of SMG

2 while technically possible, this suffix is not used anywhere due to the Dutch folders containing purely English files

This table furthermore shows that a correlation exists between the pane suffixes and the language folders. In order to determine such a pane, the game reads the first 4 letters of the used language folder.

.brlan (RLAN - Revolution Layout ANimation)

For every different animation, a Layout contains one RLAN file (indicated by the .brlan file extension). It can control the position, size, scale, rotation, visibility, coloring and many more settings of a pane on a keyframe basis.

A technical breakdown of this file format can be found here.

.tpl (TPL - Texture Palette Library)

Textures for Layouts are mostly stored in TPL files (indicated by the .tpl file extension). It allows images to be stored in many different formats which affect the color count and resulting filesize of the texture.

A technical breakdown of this file format can be found here.

.brfnt (RFNT - Revolution FoNT)

Fonts are stored in RFNT files (indicated by the .brfnt file extension). This format contains the image data of the letters alongside additional information such as font size, width, baseline, ascend line and some more.

A technical breakdown of this file format can be found here.

.bti (BTI - Binary Texture Image)

A few other textures are stored in BTI files (indicated by the .bti file extension). This format can only store one texture per file but supports the same formats as TPL.

A technical breakdown of this file format can be found here.


Explain terms like pane, SFL (STationedFileList = File is always in RAM), ...

Explain references to non exising fonts like MessageFont26kor.brfnt

Elaborate on unused behaviour of layouts (especially SuddenDeathMeter) or 16x9/4x3 behaviour

List of Layouts

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)

Layout Internal name Game Directory Regional differences Fonts used SFL Notes Image Sound effects
AirMeter MarioSubMeter
SubMeterLayout
SMG LayoutData menufont64.brfnt SE_SY_INC_OXYGEN_ONE
SE_SY_INC_OXYGEN_FULL
SE_SY_NO_OXYGEN
SE_SY_OXYGEN_ALERT
SE_SY_OXYGEN_ZERO_ALERT
SE_SY_LV_RECOVER_OXYGEN
SE_SY_RECOVER_OXYGEN_FULL
SMG2 MenuFont64.brfnt
AllStarList PowerStarList SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
numberfont.brfnt
picturefont.brfnt
Varies greatly between games
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MenuFont64.brfnt
MessageFont26.brfnt
PictureFont.brfnt
BackButton BackButton
PictureBookCloseButton
SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
BallGuidance TamakoroJumpGuidance
TamakoroMoveGuidance
SMG2 LayoutData Uses a circle instead of a tick for the Japanese, Korean and Taiwanese regions
BallGuidanceReplace SMG Uses a circle instead of a tick for the Japanese and Korean regions Only exists as BallGuidanceReplace in SMG
Banner SMG opening.bnr This layout is loaded from opening.bnr and only seen in the Wii Menu
SMG2
BatteryInfo BatteryInfo SMG LayoutData messagefont26.brfnt
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
BlueChipCounter ChipCounter SMG LayoutData
BombTimer BombTimerLayout SMG LayoutData menufont64.brfnt
SMG2 MenuFont64.brfnt
BrosButton BrosButton SMG LayoutData
ButtonGuidance DreamerButtonGuidance SMG2 LayoutData Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MenuFont64.brfnt
MessageFont26.brfnt
Used when viewing Tip Network or Cosmic Guide gameplay
CameraInfo CameraInfo SMG LayoutData
SMG2
CinemaFrame CinemaFrame SMG LayoutData
SMG2 SMG2 additionally has a green version of the bars
CinemaSuper MovieSubtitles SMG LayoutData cinemafont26.brfnt
messagefont26.brfnt
CoinCounter CoinCounter SMG LayoutData numberfont.brfnt
SMG2 NumberFont.brfnt SMG2 has an additional 3-coin icon used on Starship Mario
CollectCounter CollectCounter SMG LayoutData numberfont.brfnt Similar to ScoreNumber (SMG2) but the numbers are slightly bigger
SMG2 NumberFont.brfnt
CometMedalCounter CometMedalCounter SMG2 LayoutData
CometScreenFilter GalaxyCometScreenFilter SMG LayoutData Has colors red, blue, yellow, purple and white
SMG2 In SMG2 the layout only contains black
CommandStream StarPointerCommandStream SMG LayoutData
DPDPointer StarPointerLayout SMG LayoutData The texture of the pointer tail is stored in ObjectData/StarPointerBlur.arc
SMG2 SMG2 has additional panes and textures for the Yoshi pointer. It also stores the texture of the pointer tail in ObjectData/StarPointerBlur.arc
DPDPointerNumber SMG LayoutData messagefont26.brfnt
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
DPDPointerSub SMG LayoutData Has unused textures of the hand icon
SMG2 Has unused textures of the hand icon
errormessagewindow SMG main.dol Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
ErrorMessageWindow SMG2 main.dol Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
FileInfo FileSelectInfo SMG LayoutData messagefont26.brfnt
numberfont.brfnt
picturefont.brfnt
Varies slightly between games
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
NumberFont.brfnt
PictureFont.brfnt
FileNumber FileSelectNumber SMG LayoutData numberfont.brfnt
SMG2 NumberFont.brfnt
FileSelect FileSelectButton SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt

SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt The Copy button was removed in SMG2
FlyMeter MarioSubMeter
SubMeterLayout
SMG LayoutData menufont64.brfnt
SMG2 MenuFont64.brfnt
Font link to Localize page once it exists
GalaxyDetail GalaxyMapGalaxyDetail SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
numberfont.brfnt
picturefont.brfnt
GalaxyInfo GalaxySelectInfo SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
picturefont.brfnt
Varies slightly between games. The level preview texture gets loaded from ObjectData/GalaxyInfoTexture.arc
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
PictureFont.brfnt
GalaxyInfoTexture SMG ObjectData
SMG2
GalaxyNamePlate GalaxyNamePlate SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
GalaxySelect GalaxyConfirmLayout SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
numberfont.brfnt
picturefont.brfnt
Includes a Star counter in SMG
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
GameOver WipeGameOver SMG LayoutData
EuSpanish
UsSpanish
Texture says GAME OVER in most regions
Translated to ¡SEACABÓ! in european spanish
Translated to FINDEL JUEGO in american spanish
The texture fades to pink in SMG
SMG2 LayoutData
EuSpanish
UsFrench
UsSpanish
Texture says GAME OVER in most regions
Translated to ¡SEACABÓ! in european spanish
Translated to Vous avez perdu! in american french
Translated to FINDEL JUEGO in american spanish
The texture fades to yellow in SMG2
GameSet SMG2 LayoutData MenuFont96.brfnt
GetStar SMG LayoutData Additional text panes in Korean region suffixed with CnSi menufont64.brfnt The additional text panes in the Korean version remain unused. They are only used in the Nvidia Shield release of SMG
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MenuFont96.brfnt
HitPointMeter SMG LayoutData menufont64.brfnt
numberfont.brfnt
SMG2 MenuFont64.brfnt
NumberFont.brfnt
HomeButton SMG EuDutch
EuEnglish
EuFrench
EuGerman
EuItalian
EuSpanish
JpJapanese
KrKorean
UsEnglish
UsFrench
UsSpanish
Textures and fonts are adjusted for each region RevoIpl_UtrilloProGrecoStd_M_32_I4.brfnt
SMG2 AsTradChinese
EuDutch
EuEnglish
EuFrench
EuGerman
EuItalian
EuSpanish
JpJapanese
KrKorean
UsEnglish
UsFrench
UsSpanish
Textures and fonts are adjusted for each region RevoIpl_UtrilloProGrecoStd_M_32_I4.brfnt
Icon SMG LayoutData
KrKorean
opening.bnr
The logo texture was swapped in the Korean region This layout is loaded from opening.bnr and only seen in the Wii Menu. Instances of this Layout in LayoutData or KrKorean are unused duplicates
SMG2 opening.bnr The logo texture was swapped in the Korean region This layout is loaded from opening.bnr and only seen in the Wii Menu
IconAButton SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
IconComet SMG LayoutData
IconMario SMG LayoutData
IconSave SMG LayoutData
SMG2 Unused in SMG2
InformationWindow SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt SMG2 has an additional 3rd window for the bottom of the screen
LuigiLetter SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
MapButton SMG LayoutData messagefont26.brfnt
MapDomeIcon SMG LayoutData Additional text panes in Korean region suffixed with CnSi menufont64.brfnt
picturefont.brfnt
The additional text panes in the Korean version remain unused. They are only used in the Nvidia Shield release of SMG
MapGalaxyArrow SMG2 LayoutData
MapGalaxyBg SMG LayoutData
MapGalaxyIcon SMG LayoutData Additional text panes in Korean region suffixed with CnSi menufont64.brfnt
picturefont.brfnt
The additional text panes in the Korean version remain unused. They are only used in the Nvidia Shield release of SMG
MapGalaxyReport SMG2 LayoutData
MapGalaxyState SMG2 LayoutData MenuFont64.brfnt

MapGalaxyWorld SMG2 LayoutData MenuFont64.brfnt
MapGalaxyZoomButton SMG2 LayoutData Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
MapGrandGalaxy SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
numberfont.brfnt
picturefont.brfnt
MapTicoIcon SMG LayoutData
MapTitle SMG LayoutData messagefont26.brfnt
MiiConfirmIcon SMG LayoutData messagefont26.brfnt
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
MiiFont link to Localize page once it exists
MiiIcon SMG LayoutData This archive simply contains the textures used for MiiConfirmIcon and MiiSelect. The icons slightly differ in style compared to SMG2. After beating the game, Luigi will be unlocked as an icon
SMG2 This archive simply contains the textures used for MiiConfirmIcon and MiiSelect. SMG2 additionally has icons for Rosalina and a yellow Luma. Rosalina is unlocked as icon after beating the game
MiiSelect SMG LayoutData messagefont26.brfnt Varies slightly between games
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
OneUp SMG LayoutData menufont64.brfnt
SMG2 MenuFont64.brfnt
P2Manual SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt Varies greatly between games
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
PauseMenu SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
numberfont.brfnt
picturefont.brfnt
Has an additional Luigi Letter button
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
NumberFont.brfnt
PictureFont.brfnt
Varies slightly in design. Has an additional Star List button
PeachLetter SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
PeachLetterMini SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt Includes a texture of Peach. Varies slightly in design
PictureBook PictureBookLayout SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi cinemafont26.brfnt
messagefont26.brfnt
The textures for each chapter as well as the front- and backside of the book are loaded from ObjectData (see below)
PictureBookChapter1 SMG ObjectData
PictureBookChapter2
PictureBookChapter3
PictureBookChapter4
PictureBookChapter5
PictureBookChapter6
PictureBookChapter7
PictureBookChapter8
PictureBookChapter9
PictureBookTexture
PlayerLeft SMG LayoutData numberfont.brfnt
SMG2 NumberFont.brfnt
PointerGuidance SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt Varies slightly between games
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
PostLetter SMG2 LayoutData Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt The Toad stamp texture used in the Korean version is mistakenly named MyMailIconKinopioAsTr.tpl, implying that it is intended to be used in the Taiwanese version
PressStart SMG LayoutData
KrKorean
For unknown reasons the Korean region has a seperate version of this layout in the KrKorean folder messagefont26.brfnt Text color varies between games
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
PrologueDemo SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
PrologueStarSteward SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
PurpleCoinCounter SMG LayoutData numberfont.brfnt
SMG2 NumberFont.brfnt
Race SMG LayoutData menufont64.brfnt
messagefont26.brfnt
Includes a countdown and the "Time Up" message in SMG
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo, AsTr and CnSi. (MenuFont64.brfnt, used by CnSi panes)
MenuFont96.brfnt
MessageFont26.brfnt
In SMG2 the excluded contents were moved to StartCountdown and TimeUp. Mistakenly the CnSi panes were copied over from SMG and thus remain unused
ResultMapBG SMG2 LayoutData This Layout stores the textures seen in the background of the world map progression screen. It includes one for each world
ResultWindow SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
numberfont.brfnt
picturefont.brfnt
Shows Coins, Starbits and Star
SMG2 Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
NumberFont.brfnt
PictureFont.brfnt
Shows Comet Medal, Star, Coins, Starbits and Clear time
RetryButton SMG LayoutData Additional text panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
SaveIconBanner SMG2 LayoutData
KrKorean
ObjectData
Only exists in LayoutData in the Korean and Taiwanese regions
ScenarioSelect SMG LayoutData Additional panes in Korean region suffixed with KrKo and CnSi menufont64.brfnt
messagefont26.brfnt
numberfont.brfnt
picturefont.brfnt
In SMG the player is not able to select a mission when a comet is available. Can hold a maximum of 7 Stars
SMG2 Additional panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MenuFont64.brfnt
MessageFont26.brfnt
NumberFont.brfnt
PictureFont.brfnt
Slightly varies in design. Can hold a maximum of 6 Stars in SMG2
ScoreCounter SMG2 LayoutData Additional text panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
NumberFont.brfnt
ScoreNumber SMG2 LayoutData NumberFont.brfnt Similar to CollectCounter but the numbers are slightly smaller
SelectButton SMG LayoutData Additional panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
SMG2 Additional panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
Sight SMG LayoutData
SMG2 SMG2 adds an additional icon of the A button inside the crosshair
SignboardBalloon SMG LayoutData Additional panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
SMG2 Additional panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
SpinGuidance SMG2 LayoutData SMG2 has an additional pane group for cutscenes/demos
SpinGuidanceReplace SMG Only exists as SpinGuidanceReplace in SMG
StaffRoll SMG LayoutData cinemafont26.brfnt
messagefont26.brfnt
SMG2 StaffFont18.brfnt SMG2 adds text panes for titles and and lines with two names
StaffRollPicture SMG LayoutData This layout controls the positioning of the textures in the four corners of the screen as well as adding the black background. The textures are loaded from ObjectData/StaffRollTexture.arc (see below)
StaffRollTexture SMG ObjectData
StaffRollTitle SMG LayoutData
KrKorean
In both games the Korean region has a seperate version of this layout with the Korean logo in the KrKorean folder menufont64.brfnt
SMG2 MenuFont64.brfnt SMG2 includes the "All Rights reserved" message as texture in the layout. This texture is not translated into any other language than english
StageTitle SMG LayoutData Additional panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
SMG2 Additional panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
StarCounter SMG LayoutData numberfont.brfnt
SMG2 NumberFont.brfnt
StarPieceBank SMG2 LayoutData Additional panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
NumberFont.brfnt
PictureFont.brfnt
StarPieceCounter SMG LayoutData numberfont.brfnt
SMG2 NumberFont.brfnt
StarPieceTargetCounter SMG LayoutData numberfont.brfnt
SMG2 NumberFont.brfnt
StarPieceTargetMeter SMG LayoutData In SMG this layout is part of the SFL, likely due to higher occurence of Starbit Hungry Lumas
SMG2
StartCountdown SMG2 LayoutData MenuFont96.brfnt In SMG this layout was part of Race.arc but was extracted into an individual layout for SMG2
StoryBookText SMG2 LayoutData Additional panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
SuddenDeathMeter SMG LayoutData menufont64.brfnt
numberfont.brfnt
Additional panes hint at unused behaviour for use with Life Mushrooms during Daredevil comets
SMG2 MenuFont64.brfnt
NumberFont.brfnt
SupportPlayGuidance SMG2 LayoutData Additional panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
SysInfoWindow SMG LayoutData Additional panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt Varies slightly between games
SMG2 Additional panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
SysInfoWindowMini SMG LayoutData Additional panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt Varies slightly between games
SMG2 Additional panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
SysPALInfo SMG LayoutData Exists in all regions of SMG and SMG2 but is only used in the PAL region messagefont26.brfnt Varies slightly between games
SMG2 MessageFont26.brfnt
TalkBalloonEvent SMG LayoutData Additional panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
SMG2 Additional panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
TalkBalloonLetter SMG LayoutData picturefont.brfnt
SMG2 PictureFont.brfnt
TalkBalloonStretch SMG LayoutData Additional panes in Korean region suffixed with KrKo and CnSi messagefont26.brfnt
SMG2 Additional panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MessageFont26.brfnt
Telescope SMG LayoutData
SMG2
TiltGuidance SMG2 LayoutData Uses a circle instead of a tick for the Japanese, Korean and Taiwanese regions
TiltGuidanceReplace SMG Uses a circle instead of a tick for the Japanese and Korean regions
TimeLimit SMG LayoutData messagefont26.brfnt
SMG2 MessageFont26.brfnt
PictureFont.brfnt
SMG2 replaces the "Time:" text with an icon of a stopwatch
TimeUp SMG LayoutData menufont64.brfnt
SMG2 MenuFont96.brfnt
TitleLogo SMG LayoutData
KrKorean
The Korean region uses a different logo texture and loads the file from KrKorean. The Japanese region has a subtitle texture which is invisible on the other regions In SMG the copyright text is a texture
SMG2 The Korean region uses a different logo texture and loads the file from KrKorean. The Japanese and Taiwanese regions have a subtitle texture which are invisible on the other regions StaffFont18.brfnt SMG2 has the copyright as a text pane in this layout
TooBad SMG LayoutData menufont64.brfnt
SMG2 Additional panes in Korean and Taiwanese regions suffixed with KrKo and AsTr MenuFont96.brfnt
Welcome SMG LayoutData Additional panes in Korean region suffixed with KrKo and CnSi menufont64.brfnt
SMG2 MenuFont96.brfnt
WiiRemoteStrap SMG2 AsTradChinese
EuDutch
EuEnglish
EuFrench
EuGerman
EuItalian
EuSpanish
JpJapanese
KrKorean
UsEnglish
UsFrench
UsSpanish
Textures are adjusted for each region
WiiRemoteStrapReplace SMG EuDutch
EuEnglish
EuFrench
EuGerman
EuItalian
EuSpanish
JpJapanese
KrKorean
UsEnglish
UsFrench
UsSpanish
Textures are adjusted for each region
WipeKoopa SMG LayoutData
SMG2
WipeMario SMG2 LayoutData
WipeRing SMG LayoutData
SMG2
YellowChipCounter SMG LayoutData
SMG2
YoshiTargetMark SMG2 LayoutData

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

Unused content

In both games The LayoutManager code has an unused function called LayoutManager::cRemoveString which refers to a table containing 16x9 and 4x3. This could mean that if the game could load layouts based on their filename when displayed in either 16:9 or 4:3 aspect ration. For example, if the layout TitleLogo16x9.arc and TitleLogo4x3.arc existed and the game was displayed in 4:3 aspect ratio, then TitleLogo4x3.arc would be loaded and the other version ignored. While being leftover in the code, this function does not work and could be an early development leftover since RLYT files can set a widescreen tag for each pane to determine unique behaviour for any aspect ratio.

LoadIcon (SMG2)

SuddenDeathMeter (SMG & SMG2)

Fonts

List of all fonts used