Audio, text & menus
Make custom music, edit in-game text, and preview menu layouts.
BRSTM: music
A .brstm is the streamed music format used by Mario Kart Wii and others. The editor shows the waveform with draggable markers.
- Open a BRSTM, or Make .brstm from any audio file macOS can read (WAV, AIFF, MP3, M4A, FLAC…). It's resampled to 32 kHz like every retail track.
- Click the waveform to play from a point. Drag the blue Loop marker and orange End marker.
- Use Play Loop Seam. It plays the last three seconds and on through the jump back, the only real way to judge a loop point.
- Multi-track streams (alternative layers such as an underwater mix) preview one track at a time.
- Save. The original file is only re-encoded if the audio changed. Saving adds a little silence so the loop start lines up with the 8 KiB block the game loops from, as every retail track does.
BRSAR: sound archive
A read-only browser for the game's whole sound bank: sounds, instrument banks, players, groups and files, with their documented parameters. It's for finding out what's in there, not for playback or editing.
BMG: in-game text
A .bmg holds a game's messages (menu labels, dialogue, credits) indexed by ID. Edit text in place and add new messages; new IDs start one past the highest existing one.
A lock icon means a message has a special 0x1A control code (a Mii name, colour or game reference). It's shown read-only so you can't corrupt it by accident.
BRLYT and BRLAN: menus
- BRLYT opens a menu or HUD layout as its pane hierarchy, with a transform inspector for the selected pane. Edits change pane transforms in place.
- BRLAN shows a layout animation: which panes and properties animate, and how many frames. It's summary-level.
- Preview UI (Mario Kart Wii, right-click a UI
.szs) draws every screen layout in the archive the way the game does, with its textures and text. Anchors, rotation, scale, visibility and alpha are all honoured.