Guide

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.

  1. 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.
  2. Click the waveform to play from a point. Drag the blue Loop marker and orange End marker.
  3. 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.
  4. Multi-track streams (alternative layers such as an underwater mix) preview one track at a time.
  5. 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.