This is a work in progress C++ Godot Module that aims to make working with Miis much easier. Currently, it adds a custom class, MiiDataResource
, to Godot 4 (Currently tested on 4.2.x), which extends from Resource
.
In the future, I also plan to add a custom 3D model class, which will take the aforementioned resource as an input, and accordingly render an accurate Mii. I also might add something akin for getting a 2D portrait of the Mii.
(Incomplete, non-working) This takes a PackedByteArray, buffer
, of Mii data and writes all the data of it to the variables of the MiiDataResource
it is called on. Currently, this expects the most recent revision of the Mii data spec (used by the Wii U and Switch), but future support is planned for older revisions.
(Not implemented yet) Writes all the variables of the MiiDataResource
instance to a valid mii data buffer, and returns it as a PackedByteArray
.
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Add To-do list
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Functions:
-
LoadBuffer
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WriteToBuffer
- "Generate Random Mii" type function
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Clamp variables to valid ranges
- Meta
- General
- Face Misc.
- Hair
- Eyes
- Eyebrows
- Nose
- Mouth
- Facial Hair
- Glasses
- Mole
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Implement variables:
- Meta
- General
- Face Misc.
- Hair
- Eyes
- Eyebrows
- Nose
- Mouth
- Facial Hair
- Glasses
- Mole
-
Improve in-engine docs
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Create
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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