Hacking Sm4shExplorer (Wii U only for now)

SgtCarson

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So if i download any version of smash explorer i only have the folders, Tools and Plugins. I do however have the exe files and can search smash bros with smash explorer. Halp plaz?
 
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N7Kopper

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Hey I keep getting this problem where whenever I run the program, I get the message "Sm4shFileExplorer.exe is not a valid Win32 application". It might be that I am running this on Windows XP. Is there any way to fix it? Thanks.
I think it might be that this is a 64 bit application.
This is the sort of thing that should be labeled in the OP. Because some people don't want to replace their 32 bit systems until they can afford a proper gaming rig.
 

Noisette

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Hello guys :) is there a way to extract the animations of cloud strife in order to read them in 3DS max ? many thanks !
 

FennecDragon95

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I wish I can unpacked already packed mod files on this one like the assit trophies and the pokemon ones as well the as the Wii fit stage undub.
 

Keylogger

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I downloaded 2 mods on gamebanana: the undub patch and the extra stages patch.

-If I apply the Undub patch to my game with smashexplorer and copy the modified files to my SdCard and run Sdcafiine: it works, I have the Japanese voices!
-If I apply the extra stages patch to my game using smashexplorer, removed the previous undub patch from my SDCard and copy the new extra stages modified files and run SDcafiine: it works!
-Now if I apply the undub patch with the extra stages patch at the same time with smashexplorer, copy the files to my SDCard and run sdcafiine: only the undub patch is working. i don't have the jap voices anymore

So, can we merge 2 mods? How?

Thanks a lot
 

Soundtoxin

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Are GNU/Linux and Mac OS ports of this program planned? I would like to mod my Smash game and I already made the dump, but I didn't realize this tool was only on Windows. Honestly most of the tools in the 3DS and Wii U homebrew scene work on every major OS, so this is pretty surprising.
 

MarioKart7z

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Help! Sm4shExplorer won't let me drag files into it... It just won't!
(and yes all the mod files are in an unpacked folder)
In tutorials i have seen when they drag files into it, things start highlighting under their cursor.
But for me, nothing, the cursor just becomes a black stop sign, as if it stopped interacting with the window!
In fact, it doesn't, nothing highlights for me! And when i drop the files onto the window nothing happens!
I have to manually copy paste hex data from the mod files to the explorer file, and it's tedious AF, and sometimes it doesn't work because the file is too large (can copypaste 2KB model files but not 6KB texture files... Which is strange, because i have 8 GB of RAM and i should technically be able to copy paste up to 512 MB of data)
Is this a problem with Windows 8.1/Classic Shell/Aero glass/whatever?
PLZ HELP
 

SlimPortable

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Are GNU/Linux and Mac OS ports of this program planned? I would like to mod my Smash game and I already made the dump, but I didn't realize this tool was only on Windows. Honestly most of the tools in the 3DS and Wii U homebrew scene work on every major OS, so this is pretty surprising.
Seconding this since everything else you would need for the intial dumping is ready to go on Mac, so it's just a version of sm4sh explorer that's left for modding on Mac.
 
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mrgames

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The explorer freezes up horribly when I try to load in the portraits, can anyone help out. I deleted the program and re-downloaded just in case, but still ridiculously slow whenever it begins extracting the last files. even when I try only moving in one file.

aGZG6Cp.png
 

SuperMarioDaBom

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Plugins, how do they work? For devs only

The objective with plugins is to let anyone add their own piece of code to help building mods. I'm fairly new with building a plugin architecture, I can't guarantee there wont be any change for now, but here you go:

To create a plugin, you create a new VS project, add sm4shexplorer.exe as a reference, create a new class that will extends "Sm4shBasePlugin". This is an abstract class.
The built project (dll) will have to be in the plugins folder.
Sm4shexplorer will automatically detect it.
I tried to describe every hook and methods as much as possible.

The best current way to know what you can do and what hooks exist in this abstract class is to check it on my github, but basically:
  • Name, Author (GUI/Research), Description of a plugin: The classic.
  • ShowInPluginList: Boolean to add the plugin in the menu or not.
  • Icons: List of icons that can be associated with the compatible files.
A few overrides are available.
  • OpenMenuPlugin: Method called when clicking the plugin in the menu.
  • CanBeLoaded: Extra checks performed by your plugin to know if it can be used (basically, for the music I check that the bgm folder exists and warn the user that it needs to be there)
  • OnLoad: First hook called right after loading the plugin, can be used to instanciate an object one time only for example
  • NewModBuilding: Hook happening right before creating a new build, the exportfolder is used as parameter, can be cancelled
  • NewModBuilt: Hook happening right after creating a new build, the export folde ris used as parameter
  • CanResourceBeLoaded: Check while browsing the treeview to override the default icon if a resource is compatible with the plugin
  • ResourceSelected: Happens when double clicking on a resource. If it returns true it will not load the resource hex. Also parameters are the ResourceItem object and the path to the extracted resource (extract folder)
  • ResourceAddingToWorkspace: Happens before adding a new file to the workspace, can be cancelled
  • ResourceAddedToWorkspace: Happens after adding a new file to the workspace
  • ResourceRemovingFromWorkspace: Happens before removing a new file from the workspace, can be cancelled
  • ResourceRemovedFromWorkspace: Happens after removing a new file from the workspace
  • GridViewPopulated: In order to add more key/value to the gridview when a resource is selected.
An object is available to extract resources and add resources to the workspace as well as accessing the parsed config file.
I'm open to add more features to this class if needed.

I have been working on a plugin that will allow editing of .nut files. I managed to get it to show up in the plugins list, but nothing happens on click. I tried to mimic Sm4shMusic to no avail. What am I doing wrong? I can post some code if you would like.

Thanks,
SuperMarioDaBom

PS: I attached an image below to show that it is indeed showing up in the plugins menu.
sm4shplugin.png
 

IcySon55

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I know that the bottom one means that you're missing the MSBT Editor. Get it here: https://github.com/IcySon55/3DLandM...wnload/v0.9.0/MSBT.Editor.Reloaded.v0.9.0.rar
Please don't link directly to a single version of the editor. There are already 4 versions after the one you linked. https://github.com/IcySon55/3DLandMSBTeditor/releases

Hey all, got a tiny problem (so tiny, I almost feel embarrassed asking it). When using sm4shmusic to apply changes to the sound.msbt file (which is where all the text information for the songs appears in the sound test), compiling the changes seems to delete four strings within the sound.msbt file. They are MsndN_Voice_3, MsndN_Voice_4, MsndN_Voice_5 and MsndN_Voice_6. These strings correspond to the text that displays the name, clip, clip number and 'random' button in the voice section of the sound test, so whenever I use sm4shmusic, that text disappears completely from the menu. I'd put the strings back in myself, but some of them are comprised of multiple sub strings which, as far as I can tell, cannot be created alongside a new string (any new string I create only ever has one sub). Is this a bug with sm4shmusic or is it something on my end?
I haven't used Sm4shExplorer myself yet. In the latest version of my MSBT editor, sub-strings were removed in favor of displaying the null bytes directly in the text editor for convenience. Version 0.9.4 should allow you to properly restore the strings that go missing after you use Sm4shMusic.
 

Yummy Yoshi

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There's an issue where when you add too many csp's to the game, the game simply stops staring to load to load them. Since the game loads them alphabetically, my zelda, yoshi, and wario are completely gone. The game has about 400 portraits, and the max is about 680 , so if you add more than 280 portraits, they will disappear. Does anyone know a way to fix, or stall this?
 

RoyMaster4

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There's an issue where when you add too many csp's to the game, the game simply stops staring to load to load them. Since the game loads them alphabetically, my zelda, yoshi, and wario are completely gone. The game has about 400 portraits, and the max is about 680 , so if you add more than 280 portraits, they will disappear. Does anyone know a way to fix, or stall this?
Unfortunately, there is no way to fix this at the moment. There are rumors about using an older version of Sm4shExplorer since the packing is different, but I've noticed no change in the number of portraits I can use between the 2 versions.

I believe DLC portraits take up more 'space' than any other portrait, by the way, if that helps you at all.
 

IcySon55

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i'd like to make a french translation, it's possible ?
Yes. Download Sm4shExplorer and MSBT Editor Reloaded. Put the editor in the tools folder of Sm4shExplorer and then translate all of the MSBT files in the game.

The other guys here can give you more detailed instructions.
 

Pikachuk

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Yes. Download Sm4shExplorer and MSBT Editor Reloaded. Put the editor in the tools folder of Sm4shExplorer and then translate all of the MSBT files in the game.

The other guys here can give you more detailed instructions.

i talk about translate sm4sh explorer, smash has already a french version
 

IcySon55

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Public Service Announcement

All versions of MSBT Editor Reloaded before v0.9.7 can corrupt your melee and/or sound msbt files if you rename a label.
I suggest all users update to v0.9.7 (or newer) to prevent any data loss. I can usually repair the corruption and save your work from obliteration but I'd rather not fix tons of files if it can be avoided!

v0.9.7 can fix broken files that were created with v0.95b and v0.96. Just open the broken msbt in v0.9.7 and click save to fix it.

Enjoy!
 
Last edited by IcySon55,

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