ROM Hack [Release] Sm4shCommand

  • Thread starter Thread starter Sammi Husky
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Do you mind sending a screenshot of your cmd prompt and output folder? Mine is doing some weird shit
nvm, wrong directory. it was data\motion\fighter instead of data\motion\fighter\captain unlike in sm4shcommand

double fuckup? idek whats what anymore
i tagged you in discord
 
So does anyone have an answer to my previous question?
Also concerning the new editor, what motion folder do you have to select?
What is better about it compared to what is currently used in Sm4shCommand?
 
So does anyone have an answer to my previous question?
Also concerning the new editor, what motion folder do you have to select?
What is better about it compared to what is currently used in Sm4shCommand?
the motion folder of the fighter example : -m C:\User\Marcster\data\motion\fighter\fox
it's better because you can copy paste and I don't think any bugs have been discovered so far(I didn't really test a lot tbh)
 
the motion folder of the fighter example : -m C:\User\Marcster\data\motion\fighter\fox
it's better because you can copy paste and I don't think any bugs have been discovered so far(I didn't really test a lot tbh)

The problem is that my "data/motion" folder only contains "camera" and "enemy". There is no fighter folder. I suspect this is because I have an european version, but I can't find the files somewhere else. Using the "motion" folder in "data/fighter/fox" doesn't seem to work.
 
The problem is that my "data/motion" folder only contains "camera" and "enemy". There is no fighter folder. I suspect this is because I have an european version, but I can't find the files somewhere else. Using the "motion" folder in "data/fighter/fox" doesn't seem to work.
there is no fighter folder. Are you sure you are doing this for 3ds?
 
@Sammi Husky is it possible that in a later version of Sm4shCommand when adding a method to a script we could choose to have the parameters auto fill? For example, if I start typing Add_Momentum and the program suggest the method for me, it not only completes typing "Add_Momentum" but also sets up the proper parameters for the method, in this case that would look like "Add_Momentum(Vertical=X, Horizontal=X)"? It'd save so much time when making new hitboxes
 
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No, Wii U. Does this make this much of a difference?
nah just the path is different and maybe you should ask in the wii u gbatemp threads but data/fighter/fox/motion works on wii u. When you look in the folde rmake sure to scroll down because not all entries are named (like in Sm4shCommand)
 
It still doesnt seem to work...
The scripts that get created are correct, but all the names are just unparsed hex code.
Just for reference, here are the commands I'm using:
Code:
fitd -m F:\FITX_v0.77\source\fox\motion\body
fitd F:\FITX_v0.77\source\fox\script\animcmd\body\motion.mtable
with F:\FITX_v0.77\source\fox being the same folder as data/fighter/fox.
Shouldn't this work?
 
It still doesnt seem to work...
The scripts that get created are correct, but all the names are just unparsed hex code.
Just for reference, here are the commands I'm using:
Code:
fitd -m F:\FITX_v0.77\source\fox\motion\body
fitd F:\FITX_v0.77\source\fox\script\animcmd\body\motion.mtable
with F:\FITX_v0.77\source\fox being the same folder as data/fighter/fox.
Shouldn't this work?
it should only be one statement :
fitd F:\FITX_v0.77\source\fox\script\animcmd\body\motion.mtable -m F:\FITX_v0.77\source\fox\motion\body
 
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it should only be one statement :
fitd F:\FITX_v0.77\source\fox\script\animcmd\body\motion.mtable -m F:\FITX_v0.77\source\fox\motion\body

Yes, that solved the problem. I also feel quite stupid now...
Anyways thanks for the help :)

I still wanna know however where the hitbox for Fox's reflector is located.
Does anyone know where to find it?
 
Last edited by The_Marcster,
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Thanks for helping people out here while i've been away @HeartBound . @Yudowat and all others asking, FITX isn't an editor.it's a decompiler/compiler. It spits everything out into source code files so you can edit it with any text editor you want instead of being restricted to the features that SM4SHCommand offers. The FITX compiler can also add new commands to empty scripts unlike SM4SHCommand, and you can organize the scripts into any structure you want. The scripts are named correctly only if you specifiy the "-m" option and point it to the correct motion folder. (on 3ds it's data/motion/fighter/[character], and on wiiu it's data/fighter/[character]/motion)

For example, after decompiling you can put all aerials in a folder called "aerials" and all smashes in a folder called "smashes", etc. This system helps immensely for putting the files up on github as source code to take full advantage of collaboration features it offers, along with easily diffing changes since they're are an innumerable number of text differencing applications and websites avaliable.

In the future, SM4SHCommand will no longer support the current workflow of opening a fighter and editing the files raw. Everything will be done in source code, and SM4SHCommand will use FITX as it's backend. Basically, SM4SHCommand will turn into what it should have been from the start and that is an IDE/text editor for fighter creation. wanting to moveset edit shouldn't force people into using any particular application, instead FITX allows people to use whatever they want to do their edits.
 
it should only be one statement :
fitd F:\FITX_v0.77\source\fox\script\animcmd\body\motion.mtable -m F:\FITX_v0.77\source\fox\motion\body

I tried many times, and I cannot get it to use the motion folder.

Code:
C:\Users\Zach\Desktop\animcmd\acmd\falco\script\animcmd\body\motion.mtable -m C:\Users\Zach\Desktop\animcmd\acmd\falco\motion\

Did i do anything wrong?
 
I tried many times, and I cannot get it to use the motion folder.

Code:
C:\Users\Zach\Desktop\animcmd\acmd\falco\script\animcmd\body\motion.mtable -m C:\Users\Zach\Desktop\animcmd\acmd\falco\motion\

Did i do anything wrong?
you have animcmd twice in your first path
 
you have animcmd twice in your first path
That was just the name of the folders I had it in. It manages to decompile just fine, but the names aren't applied from the animations.

Code:
fitd C:\Users\Zach\Desktop\movesets\falco\script\animcmd\body\motion.mtable -m C:\Users\Zach\Desktop\movesets\falco\motion

Changed to a different folder to make it less confusing.
 
That was just the name of the folders I had it in. It manages to decompile just fine, but the names aren't applied from the animations.

Code:
fitd C:\Users\Zach\Desktop\movesets\falco\script\animcmd\body\motion.mtable -m C:\Users\Zach\Desktop\movesets\falco\motion

Changed to a different folder to make it less confusing.

What files do you have in the motion folder? If you're using files from an update rather than the base game, there is no guarantee that the motion folder actually has the fighter animations. Double check that the motion folders actually contains animation files
 
What files do you have in the motion folder? If you're using files from an update rather than the base game, there is no guarantee that the motion folder actually has the fighter animations. Double check that the motion folders actually contains animation files

There's: arwing, blaster, body, bodyentry, bodyresult, bodyroutemap, and landmaster. Body has 5 pac files inside it.

F1lOi5U.png


I figured that it would work fine because it works for Sm4shcommand. I extracted the motion folder from an unmodified Falco fighter on the current patch.
 
There's: arwing, blaster, body, bodyentry, bodyresult, bodyroutemap, and landmaster. Body has 5 pac files inside it.

F1lOi5U.png


I figured that it would work fine because it works for Sm4shcommand. I extracted the motion folder from an unmodified Falco fighter on the current patch.
Some .acm won't be named. Windows will order them by name so scroll down to see if you have some parsed.
 
Thanks for helping people out here while i've been away @HeartBound . @Yudowat and all others asking, FITX isn't an editor.it's a decompiler/compiler. It spits everything out into source code files so you can edit it with any text editor you want instead of being restricted to the features that SM4SHCommand offers. The FITX compiler can also add new commands to empty scripts unlike SM4SHCommand, and you can organize the scripts into any structure you want. The scripts are named correctly only if you specifiy the "-m" option and point it to the correct motion folder. (on 3ds it's data/motion/fighter/[character], and on wiiu it's data/fighter/[character]/motion)

For example, after decompiling you can put all aerials in a folder called "aerials" and all smashes in a folder called "smashes", etc. This system helps immensely for putting the files up on github as source code to take full advantage of collaboration features it offers, along with easily diffing changes since they're are an innumerable number of text differencing applications and websites avaliable.

In the future, SM4SHCommand will no longer support the current workflow of opening a fighter and editing the files raw. Everything will be done in source code, and SM4SHCommand will use FITX as it's backend. Basically, SM4SHCommand will turn into what it should have been from the start and that is an IDE/text editor for fighter creation. wanting to moveset edit shouldn't force people into using any particular application, instead FITX allows people to use whatever they want to do their edits.
I don't believe I was asking, but was simply being stupid sorting my files. Regardless, thanks for clarifying it for everyone else. Also, using github with a group of people all comitting changes is now sooooooo much easier.
One last thing, I did try to add a main script to a move without one, but crashed my game while loading a match. The command was pretty complicated to be fair, but im just mentioning it in case it's a bug.
 
Would it be possible to include the unparsed name in the front of the names of the files so Windows puts them in the right order automatically?
 

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