lol if you knew me well XD
I'm always looking for model data
my project:
http://smashboards.com/threads/universal-model-converter-official-development-thread.334292
again, I intend to have archive support by UMC 3.0
by then we should be able to take care of most of our problems
(the specialty of UMC is just how easy it makes things for you, and noobs, unlike Blender)
^UMC keeps things almost entirely at the primary level, as well as it's fully automated (alot like OpenGL)
all you have to do is hand it your data at the proper points, and have it manage your data for you
for example, Brawl's brres archives will need to call a slew of extended scripts depending on what the data field is.
archive scripts can even call other archive scripts if needed.
so yea, I'm really focusing on model data atm and leaving anything external out for now until I have better knowledge to build better support
image data is really easy to find if you know how to identify it
it's acually the easiest data to identify
take a look at some tex0 files from brawl in a hex editor, I do believe every nintendo system uses the same image data layout
the next thing that's easy to spot is model polygon data, but this is a little more complex...
the easiest polygon data always looks like a data field of diagonal lines:
..#.#..#.#..#.#.
.#.#..#.#..#.#..
#.#..#.#..#.#..#
.#..#.#..#.#..#.
#..#.#..#.#..#.#
unfortunately I can't give much more info (that won't take a long while to write (which I don't have right now))
than that because Milun's site died...
but you can read up on a bunch of old info back from when I was a noob to programming
http://www.emutalk.net/threads/50312-Melee-Arcive-Viewer-(MAV)-in-development-project