ROM Hack [Release] Sm4shCommand

  • Thread starter Thread starter Sammi Husky
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Ohana3DS is not working for me. :-/

It seems to get the thing to work you need to drag some files you want to open onto it for it to give you any UI at all...

Are we able to do any simple texture replacements yet? I've got some edited stuff exported from Ohana that I want to try out.
 
It seems to get the thing to work you need to drag some files you want to open onto it for it to give you any UI at all...

Are we able to do any simple texture replacements yet? I've got some edited stuff exported from Ohana that I want to try out.
I asked about this a long time ago, and the reply I got was you had to use a leaked nintendo development kit, install its plugin for photoshop convert it into some kind of .obj re texture that, and somehow it will work. This was a really long time ago, and the Photoshop plugin part stopped working for me, so I never finished a re texture.
 
Last time I tried to fuck with models, it was Elec-Man's model files - at least, all the ones that could be put on Megaman - put on Megaman.

The result scared the absolute shit out of me, enough so that I couldn't take a screenshot and deleted it as soon as possible. What the hell.
 
It seems to get the thing to work you need to drag some files you want to open onto it for it to give you any UI at all...

Are we able to do any simple texture replacements yet? I've got some edited stuff exported from Ohana that I want to try out.
All I get is textures from Ohana, no model and I can't export or import textures. It's great being at the start of this stuff, eh?
 
All I get is textures from Ohana, no model and I can't export or import textures. It's great being at the start of this stuff, eh?

Make sure you get the newest version of OhanaRebirth and just keep trying. This is still just a viewer, though.

Look what I got working thanks to Manito:

906ZkJv.jpg

You need regular Ohana, not Rebirth, to be able to actually insert new textures:
  1. Open up Ohana and click Open, then browse to a .bch file with more than 6 textures (I found that ui/model/chara/chara_hand/normal.bch works well enough). You should be on the Models tab as you do this.
  2. Open the .mbn file of the costume you actually want to open. Ignore the error.
  3. Now, open the .bch file containing the textures you want to open. Ignore the error.
  4. Now click the Textures tab. You should be able to see them now!
  5. Import over the textures you want to replace, and hit save.
That should be it! It's an incredibly wonky program, but you can make it work still. Have fun!
 
Make sure you get the newest version of OhanaRebirth and just keep trying. This is still just a viewer, though.

Look what I got working thanks to Manito:

906ZkJv.jpg

You need regular Ohana, not Rebirth, to be able to actually insert new textures:
  1. Open up Ohana and click Open, then browse to a .bch file with more than 6 textures (I found that ui/model/chara/chara_hand/normal.bch works well enough). You should be on the Models tab as you do this.
  2. Open the .mbn file of the costume you actually want to open. Ignore the error.
  3. Now, open the .bch file containing the textures you want to open. Ignore the error.
  4. Now click the Textures tab. You should be able to see them now!
  5. Import over the textures you want to replace, and hit save.
That should be it! It's an incredibly wonky program, but you can make it work still. Have fun!
That's quite a stupid process... Can I edit the models? That is what I really want to do.
 
Anyone have like a quickstart guide to installing SaltySD? i really want to try reskinning/model swapping.

(also, anyone know a way to open the .tex files? having a self-drawn css would be pretty neat.)
 
Anyone have like a quickstart guide to installing SaltySD? i really want to try reskinning/model swapping.

(also, anyone know a way to open the .tex files? having a self-drawn css would be pretty neat.)

Try this:

So essentially you need to take your decrypted 1.1.3 update .cia and unpack it. Extract the exefs inside, and then extract the code.bin inside of that. Then run my patcher utility on your code.bin (look here), then rebuild your .cia like this (also grab this rsf):

Code:
makerom -f cxi -target t -rsf yourrsf.txt -o smash-113t.cxi -exheader yourexheader.bin -code exe/yourcode.bin -romfs yourromfs.bin -icon exe/icon.bin -banner exe/banner.bin -alignwr
Exinjector.exe -rom smash-113t.cxi -exheader yourexheader.bin -sd
makerom -f cia -target t -content smash-113t.cxi:0:0-o smash-113t.cia

Put that on your 3DS somewhere, launch BBM, scroll down to CTR-U-AXCE and press X to delete it. Then go to the SDMC tab and install your .cia. You can't use FBI to install it, unfortunately, so you have to use BBM.

Thanks shinyquagsire, Cydget, darklordrs, and Tappor for the help.
 
Last edited by TheGag96,
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Because i'm running the european version of the game, whose serial is AXCP. the american version of the game uses AXCE.

Ah okay. It sounds like you should be able to, though I don't know if there's anything else that would need to be changed. Give it a shot.
 
Ah okay. It sounds like you should be able to, though I don't know if there's anything else that would need to be changed. Give it a shot.
It seems to break with a CurlException when trying to download the asm files from github. do i need to install something extra other than devkitpro and makerom?

Code:
C:\Users\CorBond57\Downloads\saltysdpatcher>SaltySD code.bin
Grabbing newest patch files from git...
Downloading Makefile...

std.net.curl.CurlException@std\net\curl.d(3886): Failed to load curl, tried "libcurl.dll", "curl.dll".
----------------
0x00007FF650F36399
0x00007FF650F1BEFC
0x00007FF650F367D2
0x00007FF650F1CD2D
0x00007FF650F366B3
0x00007FF650F4B29C
0x00007FF650F36697
0x00007FF650F1CD14
0x00007FF650F0AF8D
0x00007FF650F0AFFA
0x00007FF650EFEA14
0x00007FF650EFE718
0x00007FF650EFA90E
0x00007FF650EF1633
0x00007FF650EF130A
0x00007FF650EF1270
0x00007FF650EFFC22
0x00007FF650EFFB2F
0x00007FF650EFFBBC
0x00007FF650EFFB2F
0x00007FF650EFFA69
0x00007FF650EFD744
0x00007FF650F86CE4
0x00007FFE93C22D92 in BaseThreadInitThunk
0x00007FFE946F9F64 in RtlUserThreadStart
 
Last edited by CorBond57,
It seems to break with a CurlException when trying to download the asm files from github. do i need to install something extra other than devkitpro and makerom?

Gah, I hoped this wouldn't happen... You need to grab the curl libraries here and place them in the directory of the .exe. I should add that to the download (a shame that has to be a dependency for the D standard library...)

EDIT: That is, go into dmd2/windows/bin64 and get the libcurl.dll inside and place it with the .exe.
 
Last edited by TheGag96,
Gah, I hoped this wouldn't happen... You need to grab the curl libraries here and place them in the directory of the .exe. I should add that to the download (a shame that has to be a dependency for the D standard library...)

EDIT: That is, go into dmd2/windows/bin64 and get the libcurl.dll inside and place it with the .exe.
It works! thanks! now to test the actual patch itself.

--------------------- MERGED ---------------------------

It works! thanks! now to test the actual patch itself.
Whelp. either i fucked something up, since it just straight up closes the system when i boot up sm4sh now, or it's USA only. (which kinda sucks.)
 
It works! thanks! now to test the actual patch itself.

--------------------- MERGED ---------------------------


Whelp. either i fucked something up, since it just straight up closes the system when i boot up sm4sh now, or it's USA only. (which kinda sucks.)

Yeah... I wonder if shinyquagsire could weigh in on that. There may be some version differences in the code.bin files. Who knows, they may be simple edits.
 
How does this work with the Wii U version of the game? Don't ask why I'm doing it on the Wii U. The filestructure extracted from dt01, dt02, and ls are pretty different from the 3DS version. The animcmd\fighter\ folder is empty, but the fighter\[character]\ folder contains:

\effect\
\model\
\motion\
\script\
\sound\


I'm assuming only the \motion\ and \script\ folders are relevant. Inside \script\ are three folders:

\ai\
\animcmd\
\msc\


Assuming only \animcmd\ is what I need, it contains:

\body\
\weapons\


\body\ contains:

\effects.bin
\expression.bin
\game.bin
\sound.bin
\motion.mtable


The fighter\[character]\motion\ folder, on the other hand, has specific folders for the character. The ones which all characters share are:

\body\
\bodyentry\
\bodyresult\
\bodyroutemap\


Each of these contain, again, animation-specific files. The one which all characters share is main.pac.

With that explained, I'll say that the end-goal is to, for example, change a move's damage and knockback. What should I open in AnimCMD to modify this in an efficient manner? I'm able to edit some data, but it's extremely tedious to navigate. I keep seeing screenshots everywhere with nice names of moves and their properties.

The closest I've gotten to this was using dantarion's MasterCore resource. I'm using Fox's neutral-air as an example. Looking at Fox's MasterCore page, ATTACKAIRN is at hex value 66264190. I opened the \fighter\fox\script\animcmd\body\game.bin file and found the command with that value. Then, I could edit the hitboxes.

Jli4KwB.png


This works, of course, but it is damn tedious. Do I just have to live with it if I want to keep using the Wii U?
 
The WIIU's file structure is different but the process is the same. The WIIU's filestructure is actually infinitely easier to deal with. As you've already found, all fighter files are in the fighter's folder. The ACMD files to open are under fighter/[fighter]/script/animcmd/ and the animation file to open with view->parse aimations is under /fighter/[fighter]/motion/body/main.pac
 

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