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Decompressing Files to Find Original Offsets

A Tutorial for Super Smash Bros. Ultimate

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Have you found a mod with outdated offsets and needed to swap them back in case of forgetting offsets, and have no old data.arc to work with? This guide will explain how!

First, find HxD or a hex editor of your choice. Then, get SmashPad and follow all of its installation steps, and use the SmashPad GUI tool to decompress the files.

A .numdlb file will have this label, 
and a .numshb file will have this one.

Usually, .numshb and .numdlb files can simply be renamed to "model" for both. 

For nutexbs, open them up in Switch Toolbox with File>Open and select the compressed .nutexb files. Here you can see the name of the file, usually with "XNT" before its name. I.e XNTalp_inkling_c04_001_prm

Some audio mods need no compression, so you may be able to skip the smashpad decompress option step. For .nus3audio files, the voice clip names will usually give away the file name of the original (here it is vc_ganon.nus3audio) 

This way, you will now have the decompressed files labeled as they were originally. This is mainly for model imports/textures/UI/voices, as game mechanic files usually are very large and update over the course of updates. It also helps trying to make edits of existing mods besides updating for future game versions.
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  • Master_Carlos avatar
    Master_Carlos Joined 3y ago
    126 points Ranked 63812th
    access_time 3mo
    Someone Pls make a video with examples.

    I want this mod
    sadly it has offset 3.1

    I want to update this by myself but I have no clue.

    plz also I want to create my own mods but  I need to undertand this first.

    URL to post:
  • SuperMario20 avatar
    SuperMario20 Joined 2y ago
    207 points Ranked 55712th
    access_time 5mo
    How would I go about doing this for a .prc?
    URL to post:


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