This is a work in progress C++ Godot Module that aims to make working with Miis much easier, including:
- An easy to use
Resource
, 'MiiDataResource', for importing, creating, editing, and exporting Nintendo-valid Mii data
The main part of this module, this Resource
derivative allows for easy modification of values within a Mii. It features automatic behind-the-scenes checking for valid values, so you don't have to worry about accidentally setting out-of-range values. It also uses a memory model based on the Mii data format itself, making it quite memory friendly.
(Incomplete, non-working) This loads a PackedByteArray, buffer
, of Mii data into the MiiDataResource
. It can automatically detect file versions in order to properly load the data into the resource regardless on its version.
(Not implemented yet) Writes all the variables of the MiiDataResource
instance to a valid mii data buffer, and returns it as a PackedByteArray
. output_device
is used to specify what kind of device the output Mii data will be for. If not set, it will default to whatever the origin device of the MiiDataResource
is.
- Importing:
- Wii
- DS
- 3DS
- Wii U / Switch
- Exporting:
- Wii
- DS
- 3DS
- Wii U / Switch
- "Generate Random Mii" type function
- Improve in-engine docs
A planned class derived from Mesh
, which will use a MiiDataResource
as a parameter set in order to provide a Mesh
for rendering a Mii in 3D space.
- Create
A planned class derived from Image
that will, like MiiModel
, take a MiiDataResource
, and render it in 2D space as an image.
- Create
- @aboood40091 for decompiling the FFL library (used for Miis on Wii U)
- This github repo/This website
- The 3DS and Wii wikis on the Mii data format
- AJ's Mii Editor