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Sm4sh-Tools

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Miscellaneous tools for dealing with Smash 4 files.

Minimum Requirements

  • .NET Framework 4.0
  • Visual Studio 2015

Contents

  • SM4SHCommand

    • Aims to be a fully fledged moveset editor including features like syntax highlighting and a model/animation/hitbox previewer.
  • DTLS

    • Extractor for 3ds and wiiU dt archives. Also supports extracting game patches and patching the DT archive. Though currently cannot fully rebuild it, and the patched files must not be larger than the original.
    - Unpack dt: <dt file(s)> <ls file>
    - Unpack Update: <resource file>
    - Patch Archive: -r <dt file(s)> <ls file> <patch folder>
    
  • PACKManager

    • Used to unpack and repack .pac files, most commonly used to pack .omo animation files together.
  • PARAM

    • Editor used to open / edit / view smash 4's param files.
    • Due to the way the game handles param files, it's near impossible to fully rebuild or properly display some files. However, around 80%+ or more of them will work fine. Includes standard templates used to label entries. (right click a group to open the file and apply lables to all entries in a group)
  • FITX

    • Smash 4 Fighter (de)compiler platform. Decompiles and recompiles ACMD scripts into plaintext .acm files which can be edited with any text editor and recompiled for either 3ds (little endian) or WiiU (big endian, default).
  • XMBDump

    • CLI application for dumping (and in the future rebuilding) Smash 4 .XMB files (used for lighting and effect processing for nearly every model)

Building

  • Clone the repo: git clone https://github.com/Sammi-Husky/Sm4sh-Tools.git
  • In the cloned directory, run git submodule --init --recursive
  • Use the Solution file to build the projects.

Credits

  • Copyright (c) 2018 - Sammi Husky, unless otherwise stated in project READMEs
  • Some projects make use of Open Source components; See COPYING in the respective project's project directory for more information.

License

  • For specific License information please refer to the LICENSE file in each project's project directory. If one does not exist, the code is licensed to the public domain.