Ads keep us online. Without them, we wouldn't exist. We don't have paywalls or sell mods - we never will. But every month we have large bills and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3

How do you mod CSPs?

A Question for Super Smash Bros. Ultimate

No ads for members. Membership is 100% free. Sign up!
I am willing to get into Smash Ultimate modding, But I can't seem to find custom CSP tutorials for Smash Ultimate, I can only find custom CSP tutorials for Smash 4 only, Does anyone possibly have any tutorials for this?


Sign up to access this!
  • Roadhog360 avatar
    Roadhog360 username pic Joined 3y ago
    Ripe Supporter 100% OJ Manager Moderator
    Never Leaving
    6,139 points Ranked 1062nd
    23 medals 2 legendary 3 rare
    • Became a Ripe Supporter Medal icon
    • Returned 5000 times Medal icon
    • Became a Game Pioneer Medal icon
    • Achieved Game Manager clearance Medal icon
    • Returned 1000 times Medal icon
    • One month a member Medal icon
    Roadhog360 avatar
    Road Hogger
    access_time 1mo edit 1mo
    Download a tool called Switch Toolbox, and find the CSP you want to edit, located in ui, replace (or replace_patch for DLC), chara (stage for stages), and look through the folders and edit what you want.
    For characters, the only portraits that get recoloured are 
    chara_0,1,2,3,4, and 6. 5 and 7 are not used, and chara_13, which is only in replace_patch, is just for Joker, which is his portrait for when Arsene is being used.

    Once you have chosen the CSPs to extract, go to Switch Toolbox and what I like to do is I like to go to file, and click 'New BFRES (Switch)', and then drag the files into the window that appears, or use the 'add file' button in the new window that appears.

    Open the blue folders that appear and extract the UI you want to edit in the format you find most suitable to edit. .dds is for the best results but if you can't edit them you're not missing out on too much by just using .png.

    Now, here comes the tricky part. All UI files in the game are darkened, presumable to work with the game's brightness slider a bit better. I have no idea what to do on Gimp although the process should be the same as one of these two, but here's how you deal with it on Photoshop and Paint.NET.

    Take an effects layer, and add an effects layer atop the image. I don't remember if it's called 'levels' or 'gamma' in Photoshop, but it should be called one of those two. Find that effect, and apply it, with a 0.50 increase in level. This should brighten the image to look exactly like in-game.
    When done editing, remove the effects layer and save your work with it darkened.

    Go to 'Adjustments', and click 'Levels'. There are a few different numbers, but we only need to edit one here.

    I've taken the time to highlight the one you need to change in this rectangular box. Change it to '0.50' and hit OK, and it should make the portrait match its in-game appearance.
    Since there's no effects layers in Paint.NET, this change is baked directly onto the image, so we can't just delete this change. When you're done, just open the Levels tool again and change the number to '2.00', this should make it just as dark as before.

    Now, you are ready to begin testing. Import your textures back into the Switch Toolbox software over the corresponding portraits. If you used .png as a format, you'll get some compression options. Do not change any of these, except 'Qaulity'. (no, I didn't mistype that, that's how it's (mis)spelled in the application, for some reason. I don't want to keep referring to this so I'll just say 'Quality' from now on)
    You can change the 'Quality' to normal, to make the images look better, but it takes a bit longer. I'd recommend  doing this for battle portraits, and CSPs. The other images are either too insignificant to matter, or too large and will take a very long time to compress, as this process isn't particularly fast, but I'd say it's worth it for the few types of portraits I mentioned as the 'Fast' quality creates very visible and ugly artifacts on them.
    When you're done, click 'save', and save it in the appropriate folder.

    Now it's time  to test. I'd recommend Ultimate Mod Manager to test as it'll tell you if a file failed to compress, since obviously if that happened, you'll need to fix something, as it won't work if you forced it into the game. Sometimes, Switch Toolbox appears to export faulty images, so just try replacing the image, and then saving it and re-adding it to your game. Be sure to delete the original file before doing this so you never use 'replace', as replacing files can be really weird if you're on Windows.

    A good way to fix images that are being stubborn and don't want to compress after many tries, you can try decreasing the colour variety of edited areas by decreasing said areas' contrast a little so there isn't as much to compress. Sometimes the ugly 'Fast' quality also seems to work to fix it, but I'd really just recommend this as a last resort for if nothing else helped fix it besides this.

    With that being said that's all I've got to say. Let me know if you found this helpful or if I've missed a spot. Good luck, and have fun!
    iRoad avatar
    URL to post:


Share banner
Image URL
HTML embed code
BB embed code
Markdown embed code


Sign up to access this!
Sign up to access this!
Sign up to access this!


Sign up to access this!



  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • favorite 1
  • remove_red_eye 955
  • mode_comment 10
  • access_time 1mo

More Modding Questions