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.
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 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)
Additional text panes in Korean region suffixed with KrKo and CnSi
messagefont26.brfnt picturefont.brfnt
✓
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
✓
Contains 42 textures for the GalaxyInfo Layout, 41 of which show actual level previews and the remaining texture being a placeholder for locked galaxies
SMG2
✓
Contains 49 textures for the GalaxyInfo Layout, each corresponding to a level found on the world map
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
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
✓
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
✓
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
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 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
✗
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
✗
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
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
✗
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
PictureBookChapter1
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
✓
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, as if it were 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
✗
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
✗
In SMG this Layout consists of: * Countdown * Ranks (1st - 5th) * Score (Time & Best Time) * Time Up * Lose * Goal
SMG2
Additional text panes in Korean and Taiwanese regions suffixed with KrKo, AsTr and CnSi.
MenuFont96.brfnt MessageFont26.brfnt
✗
In SMG2 this Layout consists of: * Ranks (1st - 5th) * Score (Time & Best Time) * Lose * Goal The "Time's Up" message and countdown were moved into individual layouts
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
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 colored 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
StaffRollTexture
SMG
ObjectData
✗
Contains 40 textures, 20 of which are used for beating the game normally and the other 20 being used for beating the game to completion
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. The "All Rights reserved" message is not translated into any other language than english
menufont64.brfnt
✗
SMG2
MenuFont64.brfnt
✗
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
In SMG this layout is part of the SFL, likely due to higher occurence of Starbit Hungry Lumas in levels
SMG2
✗
StarPointerBlur
SMG
ObjectData
✓
Contains the tail texture for DPDPointer and DPDPointerSub
Blur.bti
SMG2
✓
StartCountdown
SMG2
LayoutData
MenuFont96.brfnt
✗
In SMG this layout is 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
✓
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
✓
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
✗
This Layout gets triggered when the console is set to 50 Hz (only possible on European Wiis) and no save data exists
SMG2
MessageFont26.brfnt
✗
TalkBalloonEvent
SMG
LayoutData
Additional panes in Korean region suffixed with KrKo and CnSi
messagefont26.brfnt
✓
Almost every usage of this Layout also triggers the CinemaFrame Layout. Exceptions are the Surfing and Fluzzard tutorials
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
✓
This Layout is seen when an NPC has their talk type set to Shout. It does not require interaction with the NPC, instead it gets activated when approximating the NPC
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
✗
In SMG2 the textures were given a cleaner look and also include a 5th texture for pointing downwards. The texture for tilting right MyTiltGuidance4New.tpl is unused
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
✓
This Layout remains unused in SMG. The "Time's Up" text only appears via the Race Layout
SMG2
MenuFont96.brfnt
✓
TitleLogo
SMG
LayoutData KrKorean
The Korean region uses a different logo and copyright texture, additional subtitle textures 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, additional subtitle textures 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
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
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)
TPL texture & runtime replaced texture
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
TPL texture & runtime replaced texture
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)
TPL texture & runtime replaced texture
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 Layout was originally removed from the Wii version due to updated security guidelines. It 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 Layout was originally removed from the Wii version due to updated security guidelines. It 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 Layout was originally removed from the Wii version due to updated security guidelines. It 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 Layout was originally removed from the Wii version due to updated security guidelines. It 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.