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Hello! I extracted a file from Super Smash Bros. Melee, but it is a DAT file, and I cannot see good headers in a hex editor. Can I get help?
If I have to, I'll post a file over here.
"EfIcData"? I don't think that's a model file; character model files in Melee start with "Pl".
Is this OK?
I dunno I'm not an expert I only know a few basics:
  • files that start with "Ef" are special effects
  • files that start with "Gm" are videos or mode data
  • files that start with "Gr" are stage data and models
  • files that start with "Pl" are character data or models
  • files that start with "Ty" are trophy models
So "PlYs.dat" could be a model file, but it could also be a moveset file, I have no idea. (I'm guessing it's Yoshi in either case) I seem to remember something about model files also having an extra two-letter colour code at the end for the costume colour, but don't know what that means for default costumes.
Can you still help?
Okay I asked a guy I know without an account here and he says two things:
  1. Try this SmashBoards topic. Apparently an SSB4 program has a surprise feature where it can open Melee character/trophy models, and you can do an export chain from there. (It doesn't seem to get animations right but maybe the devs are still trying?)
  2. "AJ" files are animation data. "Nr" files are default costumes. So for Yoshi specifically:
    • PlYs = moveset (e.g. hitboxes)
    • PlYsAJ = animations
    • PlYsAq = aqua costume (cyan/light blue/etc)
    • PlYsBu = blue costume
    • PlYsDViWaitAJ = ??? (probably some animation stored seperately for some reason)
    • PlYsNr = default costume (green)
    • PlYsPi = pink costume
    • PlYsRe = red costume
    • PlYsYe = yellow costume
(04-10-2019, 05:40 PM)Sir Teatei Moonlight Wrote: [ -> ]Okay I asked a guy I know without an account here and he says two things:
  1. Try this SmashBoards topic. Apparently an SSB4 program has a surprise feature where it can open Melee character/trophy models, and you can do an export chain from there. (It doesn't seem to get animations right but maybe the devs are still trying?)
  2. "AJ" files are animation data. "Nr" files are default costumes. So for Yoshi specifically:
    • PlYs = moveset (e.g. hitboxes)
    • PlYsAJ = animations
    • PlYsAq = aqua costume (cyan/light blue/etc)
    • PlYsBu = blue costume
    • PlYsDViWaitAJ = ??? (probably some animation stored seperately for some reason)
    • PlYsNr = default costume (green)
    • PlYsPi = pink costume
    • PlYsRe = red costume
    • PlYsYe = yellow costume

Thanks, for helping, but however, when I use the animations on the model, the model just goes very weird.