So, You decided to make your own SMM mod but don't know were to start? Mabe you just want to know how to make custom sounds? Well your in luck! Editing the GFX (Graphics) Open up your SMM Folder. Open up the GFX Folder. Open smm_gfx.bmp in you favorite image edditor (MS Paint works great!). Make any changes you want and fill any transparent areas with the 00FF00 color. Save your new file as smm_gfx.bmp and make sure it's a 24bit BMP. Editing the SFX (Sound Effects) Download and Install Goldwave (http://www.goldwave.com/downloads/gwave512.exe) Open your sound, Edit it if you like, And save it as a 352kbs, 8bit, Mono, 44khz, PCM Wav file. Replace any of the files in the SFX Folder with your own .wav files you just made. Editing the Background Music Download the MIDI to MOD Converter (http://www.pspsmm.com/dload.php?action=file&file_id=54) Use WinRar (http://www.rarlabs.com) to extract the Midi.rar you just downloaded. Open the Folder you just extracted and run the installer. Run the Midi to Mod Converter. Chose an Input File (Must be a MIDI File) Chose the Output File (Where your want the .MOD saved) And make sure you name it smm_mus.mod You might want to play around with the settings a bit to make it sound better. Click Convert. If you need a .MOD player the download Winamp (http://download.nullsoft.com/winamp/client/winamp513_full_emusic-7plus.exe) Editing the Levels Make a new text file and call it smm_level_001.txt Maximun Map Limit is 1024x64 tiles. (In-Game Screen [PSP] is 30x16 tiles). Maximun Number of enemies is 128 per level. Inside the "dungen tiles" (the '.' ones), enemies placed will needs the '.' tile above them to let the level parser know to set the proper background, example: '.' <- good. 'B' <- it's valid, but the enemy will replace background with "sky" ' ' one. '1' '1' You can place several levels, naming files as: 'smm_level_NNN.txt', put them at the MS0:/PSP/GAME/SMM/LEVELS/ folder, each time mario gets into the goal, the next level will be loaded. The first level must be always 'smm_level_001.txt'. Mario can jump up to a bit more of 3 tiles...Until metroid-ish space-jump boots are implemented ;). Opcodes ------- I = Mario Start Point (Initial Position) E = Level Termination (*** ALWAYS REQUIRED ***) Objectives ---------- G = Goal Scenery ------- Space = Air C = Cloud # = Fence . = Dungeon Background g = Ground (Nes Super Mario) b = Mono Brick B = Breakable Brick U = Unbreakable Brick P = Platform ? = Item Brick w = Water (waves) W = Water (indepth) l = Lave (waves, kill) L = Lave (indepth, kill) S = Spikes (kill) t = Tree v = Small vegetation Items/Enemies ------------- 0 - Princess 1 - Coin 2 - Armaggedom 3 - Wikiflaki 4 - Mole 5 - Minibomb Example: ;Example Map ;By The_Lead_Factor ;Level created/edited in Mongatards Level Editor for use with Arguru's SMM Game. ;Please visit pspsmm.com for more Levels, SFX, And GFX. t I UUUU.UUU.U.UU.UUUUUUUUUUUUUUUUUU.UUUUU..UUUUUUUUUUUUU U...................................................U U......U.U.UU.U.UUU..U..UUU..UU...UUU....UUUU..UU.U.U U...................................................U UU..1UU....UU..UU.UUU......U.......UU...U..U...UU...U UUUU1U.U.........U...UU......UU...UU.U...U...U...UUUU U...U....U....U.U......U....U...........U..........GU U...U....UUU..U.U.U.U..U..U.U..U.U..UU..U.U.U.UU.UUUU UlllllllllllllllllllllllllllllllllllllllllllllllllllU UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU E (c) 2006 Ryan Smith - The_Lead_Factor