If you’re wondering what the difference is between SDHC and SDXC memory cards and which one is the best, you aren’t alone. Let’s take a look at what these newer cards have that the usual ones lack and explore the differences between the two cards.
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- Registration cards shall be valid one (1) year from the date of issuance. Registration cards may be renewed upon application, the payment of a fee, and compliance with this Division. (Amended 2–23–1987 by O–16812 N.S.) §33.1406 Soliciting, Peddling Prohibited in Certain Areas.
- Under the sound private dir is: voice/XX/.m4a. Where XX is 01-10, with sound saved as.m4a. Other Private Data. There is also a directory called 'private' on the root of the SD card that contains data, in which would otherwise be completely different from what the Nintendo 3DS normally uses, but known to the application itself.
- Creative Sound Blaster Omni Surround 5.1 USB Sound Card with 600ohm Headphone Amp and Integrated Microphone. External Box: Yes System Requirements: On PC platform Intel Core 2 Duo or AMD equivalent processor at 2.2 GHz Microsoft Windows 8 / Windows 7 / Windows Vista 1GB RAM 600MB free hard disk space CDROM / DVDROM drive USB 2.0 port On Mac Platform Intel Core 2 Duo 2.8GHz Mac OS 10.6 & above.
To understand SDHC and SDXC memory cards, you first need to understand SD cards. SD stands for Secure Digital memory card and can be used to store files, pictures, videos, music, and any other data you want to store.
These cards are supported by most devices that store data on memory cards, such as cameras, tablets, smartphones, and PCs (which require compatible card readers). A regular SD card has limited storage capacity, while SDHC and SDXC cards have more storage and can support faster data transfer rates.
Contents
- 1 Main Difference Between SDHC vs SDXC
Main Difference Between SDHC vs SDXC
Files are located in: C: Users (YourUserName) AppData Roaming Citra sdmc Nintendo 3DS 00000 title. When I check the performance of SD cards for random write, I can see the performance is quite bad for record size 4 kB (this is not surprising) but then for several cards it even drops for larger record sizes before it increases. I measured the random write performance with iozone v3.430 and tested several flash cards of different manufacturers.
The main differences between SDHC and SDXC are:
- SDXC cards offer up to 2TB of capacity, whereas SDHC cards tend to cap out around only 32GB
- SDHC is compatible with both SDXC devices, whereas SDXC is not reverse compatible with SDHC devices
SDHC – A Primer
SDHC is one of the most-used removable memory cards in cameras and camcorders because of its high-capacity storage. Where the older SD cards have only up to 2GB of storage, SDHC cards have anywhere from 4GB to 32GB. This means you can store more photos and videos with no worries about running out of space. SDHC cards are also compatible with a wide range of cameras and camcorders. Check your device; if it says it’s compatible with SDHC, you can also use SD cards. But if it only says it’s compatible with SD cards, you probably cannot use SDHC cards.
When evaluating memory cards for camera use, users often overlook one component of the SDHC card, and that’s its speed capacity. The memory card’s speed is very important when filming on a high-resolution camera because it ensures that you are able to capture everything smoothly. A slower memory card is likely to become overwhelmed and could potentially not record at all.
SDXC – A Primer
SDXC cards have even higher capacity than SDHC cards. Compared to SDHC cards, SDXC cards start at a higher memory capacity (64GB) and theoretically can go up to 2 Terabytes. This potentially means much longer high-definition videos for camcorder users than SDHC cards can offer.
In addition to the higher memory capacity, SDXC cards also offer higher transfer rates. While the SDHC card’s speed capacity goes only up to 10MBps, the SDXC card has a maximum of 300 MBps. One thing to realize is that speed capacities for either card are categorized into four different classes.
These are Class 2, 4, 6, and 10. Class 2 offers up to 2 MBps, while the other classes offer up to 10 MBps. However, depending on the card’s manufacturer, you may not be able to find the speed class of your card. Still, do check for it when buying a memory card; if you can find it, it can help you make your decision.
Some standard definition cameras may do just fine with a Class 2 card, whether SD of SDHC. However, if your camera is high definition, you’ll want to try to choose a Class 4 or 6 card because they are faster and can better handle the transfer rate of high definition recording. SDXC cards are usually offered to camcorder users because of their faster speed compared to SDHC.
How Does SDHC Format Differ from SD?
So how does the SDHC card compare to the older SD card? The main difference between the two are the default file formats and the maximum storage capacities. While a standard SD card can store up to 2GB of data and uses FAT16 as its default file format, the SDHC card has a storage capacity of anywhere from 4GB to 32GB and its default file format is FAT32. You can get either type of card in three different sizes: micro SD, mini SD, and full SD. These refer to the physical size of the card.
As for compatibility, standard SD cards are backward compatible but not forward. What this means is that a device that is only SD card compatible will not support an SDHC card (and, obviously, not an SDXC card either), but devices that support SDHC cards can usually also read and write to SD cards. Likewise, an SDHC device will not be able to support an SDXC card, but an SDXC device can usually support an SDHC card as well as an SDXC card.
The other issue that matters is transfer speeds. When you use an SD card with a camcorder it needs to be able to save data as fast as the camcorder can stream it. Higher video resolutions mean more data is streamed per second. Just as with SDHC and SDXC cards, SD cards have speed class ratings of 2, 4, 6, and 10. SDHC and SDXC cards also have a speed class of 1, which is also called Ultra High-Speed Data Transfer. This is the fastest class and is not available with standard SD cards.
Which Memory Card Is Right for You?
There’s more to choosing a memory card than just buying the one with the most storage. You may not need an 8GB card! One of the things you should consider is the type of photography you are planning to use the card for. For example, will you be doing sports photography where you need to take hundreds of photos rapidly? Or will you be doing another type of photography where you only need to take a few shots per session?
Also, how much time will pass between taking photos and downloading them to your computer? If you can’t or won’t download images regularly, you may want to choose a card with a larger capacity. You also may want more than one card to have on hand, because cards (Just like everything else) do malfunction. Download sirona dental driver. If you happen to be on location without an extra card, you could lose valuable shots or videos. For this reason, having a few 2GB or 3GB cards may be a better option than having one 8GB card.
Tips for Using Your SDXC or SDHC Memory Card
Regardless of the type of memory card you choose, there are some things you can do to get the most out of your card. First of all, should you have a disaster such as accidentally deleting images or seeing a card error message, stop using the card immediately. You may be able to recover your images. Continue to use the card, and you run the risk of overwriting your other images. There are data recovery tools that may be able to restore your data.
When deleting images, it’s best to do so on your computer, not on your camera. It may surprise you to learn that deleting images from the card while still inside your camera can actually shorten the card’s life. The fewer times you add or remove data, the better. When you erase all your images at one time on your computer you put the card through fewer erase cycles. Alternately, you can use the camera’s format function each time to wipe the card and start clean.
Periodically reformatting your card is a good idea. Every now and then reformat it to wipe images, file names, and any other data to start over clean. Of course, be sure you’ve downloaded any images you want to keep before you do this! When you format the card, do so with it in the camera you want to use it with. This helps ensure that the card is formatted specifically for your camera. While you’re at it, you should replace your card occasionally anyway; memory cards do not last forever and updated now and then will give you the best results. Fortunately prices have been coming down, so this isn’t as difficult as it used to be. You should also keep your camera up to date.
In using your card, switching your camera off before you remove the card is a good idea. Also don’t let your camera’s batteries die completely; keep an eye on their charge to prevent the camera from shutting down in the middle of writing an image to your card. And keep in mind that your camera may need time to write all the data when you shoot in burst mode, so don’t turn it off too quickly when you’re done shooting. This isn’t a problem with some newer cameras, which will continue buffering after they are turned off, but it’s a good idea to be safe rather than sorry.
Sdmc Sound Cards & Media Devices Driver Downloads
Finally, take some common sense steps to care for your cards. Keep them clean and dry, and don’t expose them to temperature extremes. Do not drop them, bend them, puncture them, or expose them to h3 electro-magnetic currents. Store unused cards inside plastic bags for added protection. Following these tips can help you get the most out of your memory card, whether you decide that an SD, SDHC, or SDXC card is right for you.
Welcome to the Ultimate Super Mario Maker Modding Guide. This guide will teach you how to play and make mods for every entry in the Super Mario Maker series. Use the Table of Contents to navigate through the long list.This guide was made possible by all the folks over at the [Mario Making Mods discord server](https://discord.gg/TfU8jZA), including NightScript, MarioPossamotto, bunten, hus & GRAnimated.## Super Mario Maker (Wii U)### Playing Mods (Wii U Hardware)1. Download [SDCafiine](https://www.wiiubru.com/appstore/zips/SDcafiine.zip) and extract the contents of the archive to the root of your SD Card.2. Make a new folder on the root of your SD card called sdcafiine. Inside it create another folder and name it one of the respective title IDs. - **US**: `000500001018DC00` - **EU**: `000500001018DD00` - **JP**: `0005000E1018DB00`3. Inside the Title ID folder, make yet another new folder. Name this folder the folder of the mod.4. Make a folder called `content` inside it and extract the mod files into it. - If your mod comes with a `content` folder, place the file of that folder in the new `content` folder5. Boot the Homebrew Launcher using your preferred method, and then load SDCafiine. - In order to get the Homebrew Launcher, please follow [the Wii U hacking Guide](https://wiiu.hacks.guide/).6. Launch Super Mario Maker.### Playing Mods (CEMU)1. Open `cemu:/graphicspack` and create a new folder titled 'SuperMarioMaker_' and the name of the mod following, **without spaces**2. Create a file called `rules.txt` and copy the following inside (use any text editor to edit): ```ini [Definition] titleIds = 0x500001010ec00,0x5000e1010ed00,0x5000e1010eb00 version = 4 ```3. Add a new row to the file contents starting with `name = ` and then type the name of the mod, surrounded in double quotes4. Save the `rules.txt` file5. Create a new directory titled `content` and place the modified files there. - If your mod comes with a `content` folder, merge it with the newly created one6. The next time you launch CEMU, right click on your Super Mario Maker copy and hit 'Open Graphics Pack'.7. Go through the path made above and enable your mod.### Editing Sprites & Tilesets#### Instructions1. If you haven't gotten one already, please dump your copy of Super Mario Maker2. Download and extract the latest version of [Switch Toolbox](https://github.com/KillzXGaming/Switch-Toolbox/releases)3. If you're editing a sprite, open `StaticSkin.pack` in Switch Toolbox - Here's a documentation of all the SZS files in [StaticSkin.pack](https://pastebin.com/hZmD8WUs)4. Within Switch Toolbox, open the SZS file you'd like to edit.5. Inside the SZS file, open `output.bfres`.6. In the textures folder, you should see one or more images. Open the texture you'd like to edit.7. On the toolbar on the top, hit 'Edit' and hit 'With External Program'. - Make your edits to the textures. You could use any image editor, but we recommend [Paint.NET](https://www.getpaint.net/).8. Hit `CTRL + S` to save the image.### Editing Music#### Tools you will need- [Audacity](https://www.audacityteam.org/download/)- [Citric Composer](https://gota7.github.io/Citric-Composer/)#### Creating a Single-Channeled BFSTM1. Create a stereo music file in Audacity and export it as a .wav. ![](https://i.imgur.com/B1eLth4.png)2. Inside Citric Composer, go to 'Tools' and launch 'Isabelle Sound Editor'.3. In the Sound Editor, go to 'Edit', and click on 'Import File'. * At this point, this is how it should look now: ![](https://i.imgur.com/r7w4r8z.png)4. If you want your music to loop, check the loop checkbox, then set the loop start and loop end in samples. ![](https://i.imgur.com/Y05norW.png) * If it's too difficult to do the above, you can set the loop start and loop end point in the track itself. * The yellow line is the loop start point. * The red line is the loop end point.![](https://i.imgur.com/LsJdfKo.png)5. Set the BFSTM version to `4.0.0`.6. Set the Output Encoding type to `DSP-ADPCM`.7. Click on 'Update Project Info'. * You can also save this as a project file8. Export your BFSTM by going to 'File' and clicking on 'Export Binary'.9. Save your file as 'Cafe Stream'#### Creating a Multi-Channeled BFSTMTo make multichanneled BFSTSMS, all you have to do is making the MONO channels.* To create a mono channel, go to 'Tracks' and click 'Add new'. ![](https://i.imgur.com/j404Sje.png)SMW and NSMBU music have 4 channels:* First Channel: Main theme (Left)* Second Channel: Main theme (Right)* Third Channel: Yoshi Beat (Left) * Leave this blank if you do not want a Yoshi Beat. Do not remove this channel.* Fourth Channel: Yoshi Beat (Right) * Leave this blank if you do not want a Yoshi Beat. Do not remove this channel.![](https://i.imgur.com/AD8hqmV.png)* Make sure to correctly set the Left and Right channels, by using the slider on the left.1. Go to Edit -> 'Preferences..'2. In the 'Import/Export' tab, make sure to use a custom mix is set for 'When exporting tracks to an audio file'.3. Follow the Citric Composer steps in the Single Channeled BFSTM section.### Adding new backgrounds (to themes that don't have one)1. Make a copy of a background .szs file in that current directory2. Export the output.bfres file from the .szs using Switch Toolbox. * Right click `output.bfres` -> Archive -> Export Raw Data to File Location3. Launch a hex editor application and open the output.bfres file you just exported.4. Find every mention of the first two characters of the original file and replace them with any other two characters (except M1, M3, MW or WU).5. Save your BFRES file6. In Switch Toolbox, replace the output.bfres file in the new .szs with the new one you just edited * Right click `output.bfres` -> Archive -> Replace Raw Data7. At this point, make the edits to the background.8. Rename the `.szs` file to the name you game it in the hex editor.9. Within Switch Toolbox, open `/content/Static.pack`10. Search for a file called 'XX_SceneDB.byaml' (XX being your game style) and open it.11. On the top bar, switch to the 'Text Editor' tab.12. Decompile the byaml file into a editable xml format.13. Let's say I want to change the underground background. Where it says `Sdmc Sound Cards & Media Devices Driver Download Windows 10
`, replace ????? with the name of your szs file. (????? can be M0_DV_black, MW_DV_plain, etc.)14. Compile the xml back into a byaml, and then save the edits by hitting the button on the bottom right.15. Save your Static.Pack file.### Editing Levels#### Requirements- A PC capable of running Python 3.5 - (Python 3.4 works but not recommended. For anything lower, uninstall other versions or at least remove them from PATH)- PyQt5 for your Python version and CPU: [32-bit for Python 3.5](https://sourceforge.net/projects/pyqt/files/PyQt5/PyQt-5.6/PyQt5-5.6-gpl-Py3.5-Qt5.6.0-x32-2.exe/download) -- [64-bit for Python 3.5](https://sourceforge.net/projects/pyqt/files/PyQt5/PyQt-5.6/PyQt5-5.6-gpl-Py3.5-Qt5.6.0-x64-2.exe/download)- The latest codebase of [PointlessMaker](https://github.com/aboood40091/PointlessMaker/archive/master.zip)- Your tilesets in PNG form- Your extracted course - You can use [saveMii](https://github.com/GabyPCgeeK/savemii/releases/latest) to export your course (as well as import it once you're done)#### Instructions1. Extract the `PointlessMaker-master.zip` archive somewhere.2. Place all your tileset images in the `PointlessMaker-master/tilesets/` folder3. Double-click the `main.py` excutable or open a terminal window in the PointlessMaker folder, and enter the following: `python main.py`### Memory Modding (Credits to Psycrow)![](http://themindhero.com/smemod.png)### Custom ClapboardThis is a tutorial on how to make your own custom Super Mario Maker clapperboards. #### Requirements- An image editing program- Layout.pack (Located inside your Pack folder)- Images that you want to replace the clapperboard with- [Wexos Toolbox](http://wiki.tockdom.com/wiki/Wexos%27s_Toolbox) (Download on the right-hand side)- [Switch Toolbox](https://github.com/KillzXGaming/Switch-Toolbox/releases)#### Instructions1. Open `Layout.pack` with Wexos Toolbox2. Search for `Layout/Cmn_ClapperboardBtn_00.szs` - `Edit` on the Toolbar => `Search` => Type the above => `OK`3. Right-click the file and press `Export`4. Navigate to where you want to save your file. - NOTE: Before you press 'Save', find the 'File name' on the save window, & delete 'Layout/' from the name. Wexos will **not** let you save until you do this.5. Open the exported file & export the `.arc` file.6. Open the exported `.arc` file and export the following files: - `timg/KachinkoAO_00^t.bflim` - `timg/KachinkoBeauty_00^t.bflim` - `timg/KachinkoAO_01^t.bflim` - `timg/KachinkoBeauty_01^t.bflim` AO = Ambient Occlusion (Tells the file which parts are light, and which parts are dark. (Like the Edges)) Beauty = The Base Color Maps7. Open `KachinkoAO_00^t.bflim` with Switch Toolbox, you should see this: ![](https://i.imgur.com/MLS0u8U.png)8. Press `File` then `Export` on the Top, Left-Hand corner of the window. - NOTE: There are two `File`s in Switch Toolbox, press this one: ![](https://i.imgur.com/O0sMLxw.png)9. Save it as a PNG to wherever location you want - Make sure the ending of the filename is `.png` not `.bflim`10. Edit it with GIMP (Or any other image editing program) & make the entire image black. ![](https://i.imgur.com/tR4k3vZ.png)11. Overwrite the image.12. Open `KachinkoBeauty_00^t.bflim` with Switch Toolbox & repeat step 8.13. Open the file with your image editing program & change it to look how you want it to. ![](https://i.imgur.com/kSRABKD.png)14. Save the image then repeat steps 7 - 11 but with 'KachinkoAO_01^t.bflim'15. Repeat steps 12 - 13 but with 'KachinkoBeauty_01^t.bflim' ![](https://i.imgur.com/yBN51Up.png)16. In Switch Toolbox open `KachinkoAO_00^t.bflim` & press 'File' then 'Replace'.17. Navigate to the PNG & double-click it. 18. Save it as the settings shown here: ![](https://i.imgur.com/Jo132dX.png)19. Press 'OK', then 'File', 'Save' & Replace the original BFLIM.20. Repeat steps 16 - 19, but with 'KachinkoAO_01^t.bflim', 'KachinkoBeauty_00^t.bflim', & 'KachinkoBeauty_01^t.bflim'21. Replace all 4 BFLIM's in 'Cmn_ClapperboardBtn_00.arc' in Wexos Toolbox.22. In Wexos Toolbox, export 'blyt/Cmn_ClapperboardBtn_00.bflyt'23. Open the BFLYT in Wexos Toolbox & Delete 'P_PlateAO_00' & 'P_BarAO_00' (Right click, then Remove) ![](https://i.imgur.com/TOJsDKy.png)24. Save the BFLYT & Import into .arc25. Save `.arc`26. Replace `.arc` in `.szs`27. Save `.szs`28. Replace `.szs` in `Layout.pack` & Save `Layout.pack`Done! You have successfully made your own Clapperboard.![](https://i.imgur.com/fscKRjO.png)### File System Documentation- Sample Courses can be found at `content:/Course/` - Thumbnails for these sample courses can be found at `content:/CourseThumbnail/` - Data for these sample courses can be found at `content/Pack/CourseData.pack`- The fonts are packed in the `szs` format and can found at `content:/Font` - `[game-style]_NumberFont.bffnt` - The font used for game styles HUD elements - `SpecialFont.bffnt`, `CountMario.bffnt`, `Block_NumberFont.bffnt` & `CountRanking.bffnt` - The Super Mario Maker Font - `MessageFont.bffnt` - Used for messages - `FontInfo.byml` - Has info telling the game what the font is and other info (to change definition)- The layouts are in the szs format and can be found at `content/Layout` (Most of the layouts here are unused) - `Boot_BootSceneXXX_00.szs` - Boot layouts for when you load into the game, depending on the day of the week. - `Cursor.szs` - Wiimote Cursor (Unused). - `E3_DebugMenuNormalBtn_00.szs` - Leftover button from the E3 2014 demo, back when the game was called Mario Maker. - `E3_DebugMenuSelectBtn_00.szs` - Leftover (selected) button from the E3 2014 demo, back when the game was called Mario Maker. - `image.jpg` - Image of Nikki from Swapnote (Leftover from SDK). - `ItemIcon_00.szs` - Early Splatoon Weapon design- Message files can be found at `content/Messages`- The `content/Model` folder contains backgrounds, tilsets and amiibo costumes - Tilesets follow a name structure of game style (M1/M3/MW/WU) + '_field_' + theme - Backgrounds follow a name structure of game style (M1/M3/MW/WU) + '_DV_' + theme- The `content/Pack` folder contains `.pack` files (a `.sarc` with a bunch of `.szs` files inside it) for a variety of things (springs, byamls, etc) - `Edit.pack` - Contains layouts and graphics for the editor - `Env.pack` - Lighting files - `Layout.pack` - Misc. layouts that aren't included in other packs (including Splatoon layouts) - `Lcl.pack` - Random Course World layouts. - `NormalPlay.pack` - Contains everything needed during playing a course, beating a course, the course splash screen, and the title screen. - `Nwk.pack` - Course World layout files. - `Sound.pack` - Contains sound effects and sounds pertaining to music files. - `Static.pack` - Pack containing Byaml (Enemy behaviors, tileset and background paths, etc.) files - `StaticSkin.pack` - Pack containing sprites.## Super Mario Maker for Nintendo 3DS### Playing Mods (Nintendo 3DS Hardware)1. Setup Luma3DS as your CFW of choice. - If you have not yet modded your 3DS, follow [3ds.hacks.guide](https://3ds.hacks.guide)2. On your SD card, place the modified files at `sdmc:/luma/titles/titleid/romfs`. The title ID used will depend on which version of Super Mario Maker you own. * **JP**: 00040000001A0300 * **US**: 00040000001A0400 * **EU**: 00040000001A05003. Compare your file browser to the following: ![](https://cdn.discordapp.com/attachments/421929367229300736/534034577371561987/unknown.png)4. When you boot your Nintendo 3DS, hold SELECT.5. Be sure that 'Game Patching' is enabled.6. Hit START to save the modified configuration.7. Launch Super Mario Maker for Nintendo 3DS.### Playing Mods (Citra)1. Within Citra, right click 'Super Mario Maker for Nintendo 3DS' and hit 'Open Mod Location'2. In the window that just opened, make a new directory titled 'romfs'3. Place all the mod files inside.### Editing Sprites & Tilesets1. Dump your copy of Super Mario Maker for Nintendo 3DS. - [For game cartridges](https://3ds.hacks.guide/godmode9-usage.html#dumping-a-game-cartridge) - [For installed titles](https://3ds.hacks.guide/godmode9-usage.html#dumping-a-title)2. Download the latest release of [Kuriimu](https://github.com/IcySon55/Kuriimu/releases/latest)3. To edit sprites, launch `Karameru.exe`, select your `.bin` file and extract the `.ctpk` files from it.4. Launch `Kukkii.exe` and select your CTPK file5. Extract the textures and edit them using an image editor of your choice.6. Hit the save icon on the top.7. For editing sprites, launch `Karameru.exe`, select your `.bin` file and replace the `.ctpk` file inside the `.bin` file.### Editing Music#### Tools you will need- [Audacity](https://www.audacityteam.org/download/)- [Citric Composer](https://gota7.github.io/Citric-Composer/)#### Creating a Single-Channeled BCSTM1. Create a stereo music file in Audacity and export it as a .wav. ![](https://i.imgur.com/B1eLth4.png)2. Inside Citric Composer, go to 'Tools' and launch 'Isabelle Sound Editor'.3. In the Sound Editor, go to 'Edit', and click on 'Import File'. * At this point, this is how it should look now: ![](https://i.imgur.com/r7w4r8z.png)4. If you want your music to loop, check the loop checkbox, then set the loop start and loop end in samples. ![](https://i.imgur.com/Y05norW.png) * If it's too difficult to do the above, you can set the loop start and loop end point in the track itself. * The yellow line is the loop start point. * The red line is the loop end point.![](https://i.imgur.com/LsJdfKo.png)5. Set the BCSTM version to `2.3.1`.6. Set the Output Encoding type to `DSP-ADPCM`.7. Click on 'Update Project Info'. * You can also save this as a project file8. Export your BFSTM by going to 'File' and clicking on 'Export Binary'.9. Save your file as 'CTR Stream'#### Creating a Multi-Channeled BCSTMTo make multichanneled BCSTSMS, all you have to do is making the MONO channels.* To create a mono channel, go to 'Tracks' and click 'Add new'. ![](https://i.imgur.com/j404Sje.png)SMW and NSMBU music have 4 channels:* First Channel: Main theme (Left)* Second Channel: Main theme (Right)* Third Channel: Yoshi Beat (Left) * Leave this blank if you do not want a Yoshi Beat. Do not remove this channel.* Fourth Channel: Yoshi Beat (Right) * Leave this blank if you do not want a Yoshi Beat. Do not remove this channel.![](https://i.imgur.com/AD8hqmV.png)* Make sure to correctly set the Left and Right channels, by using the slider on the left.1. Go to Edit -> 'Preferences..'2. In the 'Import/Export' tab, make sure to use a custom mix is set for 'When exporting tracks to an audio file'.3. Follow the Citric Composer steps in the Single Channeled BCSTM section.### Filesystem Documentation- The UI code is written in Lua 5.0.3, and can be found here: `romfs:/UIX/Final/UIX/scripts` - The Lua basic functions were found by Sono and are [documented](https://pastebin.com/Gu4X7AsP)- Editor icons can be found at `romfs:/Palette/Icon/Textures`- BFRES files can be found at `romfs:/Mush/` - Use [Switch Toolbox](https://github.com/KillzXGaming/Switch-Toolbox/releases) to edit them- Enemy Parameters can be found at `romfs:/Parameters` - You could use any text editor to edit it.- Sprite models can be found here: `romfs:/Models/[game-style]_DV_[theme].szs`- Tileset Textures can be found here: `romfs:/Tiledata/[game-style]_field_[theme]_textures.ctpk`- Background Textures can be found here: `romfs:/Textures/[game-style]_dv_[theme]_textures.ctpk`- Messages are in the MSBT format and can be found here: `romfs:/MessagesC/[Region]/[Language]` - Use [Kuriimu.exe](https://github.com/IcySon55/Kuriimu/releases/latest) to edit them.- Fonts can be found over at `romfs:/Font`- Sound Effects can be found over at `romfs:/Sound/sound_data.bcsar`- Background Music can be found over at `romfs:/Sound/stream/[musicname].bcstm`- Sprites textures can be found over at `romfs:/A2D`- Layout Files can be found over at `romfs:/UIX/Final/UIX/Layouts/[layoutname].arc`- Lighting for the New Super Mario Bros. U game style can be found over at `romfs:/A3D`### Editing Levels#### Requirements- A PC capable of running Python 3.5 - (Python 3.4 works but not recommended. For anything lower, uninstall other versions or at least remove them from PATH)- PyQt5 for your Python version and CPU: [32-bit for Python 3.5](https://sourceforge.net/projects/pyqt/files/PyQt5/PyQt-5.6/PyQt5-5.6-gpl-Py3.5-Qt5.6.0-x32-2.exe/download) -- [64-bit for Python 3.5](https://sourceforge.net/projects/pyqt/files/PyQt5/PyQt-5.6/PyQt5-5.6-gpl-Py3.5-Qt5.6.0-x64-2.exe/download)- The latest codebase of [PointlessMaker](https://github.com/aboood40091/PointlessMaker/archive/master.zip)- Your tilesets in PNG form- Your extracted course - You can use [OCDM](https://puu.sh/Cmtk5/09c496d6b7.cia) to export your course (as well as import it once you're done)#### Instructions1. Extract the `PointlessMaker-master.zip` archive somewhere.2. Place all your tileset images in the `PointlessMaker-master/tilesets/` folder3. Double-click the main.py excutable or open a cmd window in the PointlessMaker-master/ folder, and enter the following: `python main.py`## Super Mario Maker 2 (Nintendo Switch)### Playing Mods (Nintendo Switch Hardware)1. Set up your switch for Custom Firmware with atmosphere. - If you have not done so already, follow [the Nintendo Homebrew guide](https://nh-server.github.io/switch-guide/).2. Create a folder titled `01009B90006DC000` at `sd:/atmosphere/contents/`.3. Place all your modified files there.4. Load up atmosphere and then launch Super Mario Maker 2!### Playing Mods (Yuzu)1. Within Yuzu, right click Super Mario Maker 2 and select 'Open Mod Data Location'.2. In the new folder that appeared, make a folder with the title of your mod.3. Inside the newly created folder, make another folder titled 'romfs'4. Place your modified files inside this romfs folder5. Within Yuzu, right click on the game and hit Properties6. Make sure your mod is enabled by hitting the checkbox.### Editing Sprites & Tilesets#### Instructions1. If you haven't gotten one already, please dump your copy of Super Mario Maker 22. Download and extract the latest version of [Switch Toolbox](https://github.com/KillzXGaming/Switch-Toolbox/releases)3. If you're editing a sprite, open `XX_Model.pack` in Switch Toolbox, where XX is the game style - Here's a documentation of all the ZS files in [StaticSkin.pack](https://pastebin.com/hZmD8WUs) (not updated for SMM2 yet)4. Within Switch Toolbox, open the ZS file you'd like to edit.5. Inside the ZS file, open `output.bfres`.6. In the textures folder, you should see one or more images. Open the texture you'd like to edit.7. On the toolbar on the top, hit 'Edit' and hit 'With External Program'. - Make your edits to the textures. You could use any image editor, but we recommend [Paint.NET](https://www.getpaint.net/).8. Hit `CTRL + S` to save the image.#### Notes- Tilesets & Backgrounds are in `romfs/model`- Tilesets follow a name structure like `M1_field_plain.Nin_NX_NVN.zs`- Backgrounds follow a name structure like `M1_DV_plain.Nin_NX_NVN.zs`- ZS files for sprites are in `romfs/Pack/XX_Model.pack/StaticSkin`, where XX is the game style### Editing MusicDifferent game styles have a different number of tracks and channels. Refer to this list to see how many tracks and channels the game style you're trying to edit has.Number of Tracks (Each Track contains 2 mono channels, left + right) | Where this plays |
---|---|
7 tracks 14 mono channels | Edit Themes
|
1 track 2 mono channels | Play Themes
|
2 tracks 4 mono channels 2nd track/3rd and 4th channels is for the Yoshi beats | Play Themes
|
Node | What it represents | Value Explainations + Options |
---|---|---|
1b7484e8 | mRideCloudScale | Changes the enemy scale when inserted into a Cloud Default: 1.00000 |
543aade0 | mRideClownScale | Changes the enemy scale when inserted into a Clown Car Default: 1.00000 |
bc95a216 | mFlag | This changes the behavior of the enemy's texture when they collide with a wall:
|