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Godot-Mii-Module

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

MiiDataResource

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.

Functions

LoadFromBuffer(buffer:PackedByteArray) -> void

(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.

WriteToBuffer(output_device:Devices) -> PackedByteArray

(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.

To-do

  • Importing:
    • Wii
    • DS
    • 3DS
    • Wii U / Switch
  • Exporting:
    • Wii
    • DS
    • 3DS
    • Wii U / Switch
  • "Generate Random Mii" type function
  • Improve in-engine docs

MiiModel

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.

To-do

  • Create

MiiPortrait

A planned class derived from Image that will, like MiiModel, take a MiiDataResource, and render it in 2D space as an image.

To-do

  • Create

Thanks to: