A small open-source ImGui-based desktop tool for viewing and editing move data stored inside the SLUS_012.34 executable used by the NTSC version of WWF SmackDown! 2: Know Your Role.
This project focuses on:
- Binary file parsing and safe modification
- Immediate-mode GUI design with Dear ImGui
- Clean and minimal C++ project structure
- Preserving original file layout and data
- View and edit move entries in the SLUS file
- Supports both original and expanded (new moves hack) move tables
- Edit move properties including:
- ID
- Type
- Category
- Impact
- Limb damage values (Head/Torso/Arms/Legs)
- Hex editing of raw move entry data
- Automatic move name lookup via
WAZA.datfromCAW.pac - Add and delete move entries
- Preserves file size, offsets, and padding when saving
If you are interested in the breakdown of the SLUS move data format, you can find it here: How Damage Works in SmackDown 2
This editor follows the structure described in that document and preserves unknown data.
- C++20 compatible compiler
- OpenGL 3.3+
- GLFW
- GLAD
- Dear ImGui
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Clone the repository:
git clone https://github.com/CactusBack/sd2-slus-move-editor.git
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Open the project in Visual Studio
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Ensure the following dependencies are available:
- GLFW linked
- GLAD source included
- Dear ImGui source included
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Build and run
Note: The project currently targets Windows + OpenGL. Other platforms may require minor adjustments.
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Place the following files in the same directory as the executable:
SLUS_012.34WAZA.dat
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Launch the editor
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Edit move values as needed
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Click Save File to write changes back to the SLUS file
If the new moves expansion hack is detected, both Old and New move tables will be available.
MIT License
See LICENSE.txt for details.
This project includes the Inconsolata font, licensed under the SIL Open Font License (OFL).
Font source: https://github.com/googlefonts/Inconsolata
This project was developed with assistance from ChatGPT (OpenAI).
AI assistance was used for:
- Code organization and refactoring suggestions
- Dear ImGui usage guidance
- C++ best-practice discussions
All design decisions, testing, and final implementation choices were made by the project author.
This tool is not affiliated with Sony, WWE, THQ, or Yuke’s.
It is intended for educational and personal modding use only.
Pull requests are welcome. If you have ideas for improvements or refactors, feel free to open an issue.