ROM Hack [Release] Sm4shCommand

Sun_Spirit

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Do you mean the Beta has worked before, or the Original has worked before?

And if the beta has parsed correctly before, what exactly happens when you try to parse? (errors, etc)
I downloaded the beta an hour ago. I opened my Fighter and tried to Parse Animations. It was updated to select a folder instead of the game.bin file. When I chose the folder it doesn't parse the animations and it still remains as very complicated numbers.
 

Mattshark

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I downloaded the beta an hour ago. I opened my Fighter and tried to Parse Animations. It was updated to select a folder instead of the game.bin file. When I chose the folder it doesn't parse the animations and it still remains as very complicated numbers.
Assuming that "Parse Animations" worked when you were using the original, Parsing Animations doesn't work in the beta version, at least for the 3ds. You'll just have to wait until an official update fixes it.

Or you could go try a recent release I just found on Sammi-Husky's Github (PARAM v0.57) at
https://github.com/Sammi-Husky/Sm4sh-Tools/releases/
that supposedly fixes parsing, although the interface looks a bit different from the other beta and I haven't personally tested it yet.
 

Sammi Husky

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Assuming that "Parse Animations" worked when you were using the original, Parsing Animations doesn't work in the beta version, at least for the 3ds. You'll just have to wait until an official update fixes it.

Or you could go try a recent release I just found on Sammi-Husky's Github (PARAM v0.57) at
https://github.com/Sammi-Husky/Sm4sh-Tools/releases/
that supposedly fixes parsing, although the interface looks a bit different from the other beta and I haven't personally tested it yet.

PARAM v0.57 is the param file editor i wrote up the other day.

I want the same with the Japanese version, please let us extract the other languages,or tell us what to do @Sammi Husky
Fixed this already. Just gotta post the new version.

SM4SHCommand:
  • Fix saving as different platform
  • Fix parsing animations on 3ds.
  • Fix goto loop se/deserialization
  • Update events.cfg with more bruteforced names

DTLS:
  • Optimize RF parsing (used to to take almost 5 seconds per RF, now instant)
  • Properly extract all region partitions
  • Automatically determine game region from default RF file.
  • Fixed extracting WiiU updates
Both are in this zip. I'll draft up a github release a bit later.
 

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HeartBound

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PARAM v0.57 is the param file editor i wrote up the other day.


Fixed this already. Just gotta post the new version.

SM4SHCommand:
  • Fix saving as different platform
  • Fix parsing animations on 3ds.
  • Fix goto loop se/deserialization
  • Update events.cfg with more bruteforced names

DTLS:
  • Optimize RF parsing (used to to take almost 5 seconds per RF, now instant)
  • Properly extract all region partitions
  • Automatically determine game region from default RF file.
  • Fixed extracting WiiU updates
Both are in this zip. I'll draft up a github release a bit later.
Animation parsing doesn't seem to work with this version.
Can you tell me the syntax for Allow_Interrupt? just adding () after doesn't seem to work as my move isnt cancellable.(does it go into the main?)
Is there any way to know which params are where in your param editor?
 

Mr.???

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PARAM v0.57 is the param file editor i wrote up the other day.


Fixed this already. Just gotta post the new version.

SM4SHCommand:
  • Fix saving as different platform
  • Fix parsing animations on 3ds.
  • Fix goto loop se/deserialization
  • Update events.cfg with more bruteforced names

DTLS:
  • Optimize RF parsing (used to to take almost 5 seconds per RF, now instant)
  • Properly extract all region partitions
  • Automatically determine game region from default RF file.
  • Fixed extracting WiiU updates
Both are in this zip. I'll draft up a github release a bit later.
I can't parse the animation. I thought you said it was fixed.
 

Sammi Husky

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Whoops, wrong build. Sorry bout that. This is the correct one

Animation parsing doesn't seem to work with this version.
Can you tell me the syntax for Allow_Interrupt? just adding () after doesn't seem to work as my move isnt cancellable.(does it go into the main?)
Is there any way to know which params are where in your param editor?

The Allow_Interrupt() command goes in the main script. At that frame and beyond the move is instantly cancellable into any other move. As far as the param editor goes, there isnt a way to know what params are what without testing it. Every param file is different, and handled directly within the game's code. The format is actually extremely difficult to parse generically because the game has specific functions for each different param file that handles each differently. Because of this, some files won't be displayed or rebuilt correctly. Normally, they are the param files with embedded groups. However, a good 80% or so will open fine.
 

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Sammi Husky

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The second one i posted definitely can parse animations. Make sure your not selecting a file, but rather the character's motion folder. The folder with the "body" and other folders in it
 

Mattshark

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The second one i posted definitely can parse animations. Make sure your not selecting a file, but rather the character's motion folder. The folder with the "body" and other folders in it
Tried that with both the fighter and the body folder, neither one works...
Does it have anything to do with the fact I'm still editing the 1.1.4 files?
 

Sammi Husky

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For the 3ds ver, the correct directory to select would be data/motion/fighter/[fighter]/. For WiiU, it would be data/fighter/[fighter]/motion. Is this the directory your selecting? It really shouldn't have anything to do with whether it's base version or if it's an update.
 
Last edited by Sammi Husky,

Mattshark

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For the 3ds ver, the correct directory to select would be data/motion/fighter/[fighter]/. For WiiU, it would be data/fighter/[fighter]/motion. Is this the directory your selecting? It really shouldn't have anything to do with whether it's base version or if it's an update.
That's weird; its still not working...
 

Sammi Husky

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Are you sure your using the second one i posted? The first one was the wrong build and the root node in the file tree was "root" instead of "ACMD". I fixed that in the second post here

Whoops, wrong build. Sorry bout that. This is the correct one



The Allow_Interrupt() command goes in the main script. At that frame and beyond the move is instantly cancellable into any other move. As far as the param editor goes, there isnt a way to know what params are what without testing it. Every param file is different, and handled directly within the game's code. The format is actually extremely difficult to parse generically because the game has specific functions for each different param file that handles each differently. Because of this, some files won't be displayed or rebuilt correctly. Normally, they are the param files with embedded groups. However, a good 80% or so will open fine.
 

Mattshark

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Are you sure your using the second one i posted? The first one was the wrong build and the root node in the file tree was "root" instead of "ACMD". I fixed that in the second post here
You mean when you load a fighter folder, the top left right (right next to the plus that expands the tree) it says ACMD? Because that's what mine says, it doesn't say "root" anywhere...
 

KentoBento

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I'm still getting a System.Collections.Generic.KeyNotFoundException exception. Does the DTLS still not support other regions like JPN? The dump I'm using is from my Japanese cartridge.
 

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