Super Smash Bros Wii U Models

Script for Noesis coming in the future?

yes

http://s24.postimg.org/jkfbv7u39/0_258.png

http://s24.postimg.org/kp9e0lgk5/1_259.png

http://s7.postimg.org/w90fyzoqz/2_262.png

[editline]19th January 2015[/editline]

Here is luigi

may i ask what i would need to extract from the dt00 and dt01 files? im gonna guess CPK unpacker due to it being the namco format?

This is the best I can do for now until we can dump ram from wii-u or someone figures out the hash algo (could be simple i did not try)
and create a file name list.




#quickbms script by chrrox
#Super Smash Brothers U
#tool available at http://aluigi.altervista.org/
Open FDSE "ls" 0
comtype zlib_dynamic
get UNL long
get FILES long
for i = 0 < FILES
get HASH long
get OFFSET long
get SIZE long
get VOL short
get FLAG short
set ARC string "dt0"
string ARC + VOL
Open FDSE ARC 1
string NAME p= "%08X" HASH
set FLDR string ARC
string FLDR + \
string FLDR + NAME
log MEMORY_FILE OFFSET SIZE 1
if size > 0
get TYPE short MEMORY_FILE
else
set TYPE string "NULL"
endif
if TYPE == 40056
clog MEMORY_FILE OFFSET SIZE SIZE 1
get TYPE short MEMORY_FILE
endif
if TYPE == 21838
set TYPE string "NUS"
elif TYPE == 21582
set TYPE string "NUT"
elif TYPE == 20819
set TYPE string "SQB"
elif TYPE == 52428
set TYPE string "SSBUM"
elif TYPE == 18002
set TYPE string "RF"
elif TYPE == 16726
set TYPE string "VAT"
elif TYPE == 28003
set TYPE string "cms"
elif TYPE == 65535
set TYPE string "FF"
elif TYPE == 0
set TYPE string "LVD"
endif
string FLDR + "."
string FLDR + TYPE
log FLDR 0 SIZE MEMORY_FILE
next i



hmm… not working for me…
Imgur

you need
ls
dt00
dt01
all in the same directory
also need to use the 4gb quickbms

Definitely some nice work guys. Do you guys have any thread to follow that could show me how to rip these SSB4 models? If you want to keep it to yourselves it’s completely fine though, lol.

I doubt they would withhold anything selfishly, It’s just really early in development and nothing is really finalized.

No I know, I just meant it like you said, if it’s not ready to be shared yet :slight_smile:

Comex’s “Smash Stuff” code set designed for the 3DS version actually is able to do so with a modified LS file (there’s an extra set of four bytes that dictates whether it’s from the first file or the second one), but for some reason I can’t get it working with the second half of the files, and I can’t code with Python worth beans.

Wait, does Smash 4 use a similar file system to Brawl? Like each charscter has a folder, and in that folder are, say, FitRosetta files in them? Like for colors, motion, and actual coding, final smash, and maybe entry?

It’s more or less completely different than SSBB’s, actually. Each model folder each costume as individual folders ranging from c00 to c07 (c15 for Little Mac) and has the following files in each:


material_anime.mfp
material_anime_body.pac
material_anime_eyelid.pac
material_anime_face.pac
metal.nud (model used for the Metal Box, with some redundancies cut down)
model.flp
model.ik
model.jtb
model.moi (contains the bodygroup names)
model.mta
model.nhb
model.nud (model file)
model.nut (textures file)
model.sb
model.vbn (bone structure)
model.xmb

Anyway, now that I’ve got good progress on my MaxScript, I’m going to start off by ripping and porting Duck Hunt Duo, Mega Man and Villager.

Ah okay. Welp, I’ll just wait until Rosetta is ripped and posted. And I can’t wait to see what else you do, RTB and chrrox.

Ok I am going to convert this python script to quickbms i got it to work so converting it to quickbms will be much faster.

Aaaaaaaalmost ready now.

I see you guys have been busy

RTB, r the 20-40MB files the stage files in the dt00/01 dumps? also does the script also work for the stages too?

They’re all in the DT01 file which I haven’t been able to extract properly yet, but until then I can’t say if they are or not. Chrrox is working on a script for that, though.

Followed Demonslayer here XD Great work!