Modding Tools
Eight integrated tools for exploring, extracting, and modifying DOKAPON! Sword of Fury assets.
All tools are part of the single DokaponSoFTools.App.exe WPF application. Set your game directory once using the toolbar at the top of the main window and every tool will populate automatically.
Available Tools
Smart Text Tools
Extract every localised string from the game executable (DOKAPON! Sword of Fury.exe). Entries are automatically categorised as Dialog, Labels, HUD/Stats, or System. A real-time search bar filters across decoded text and raw control-code sequences simultaneously. Export to binary-safe TXT (suitable for reimport), CSV, or JSON. Import a modified TXT file back into the executable with null-padding safety — no buffer overflows possible.
Key capability: control-code decoding. The raw format uses sequences such as %3c (colour), %2x (X position), \k (wait), and \z (end). The tool decodes all of these for a human-readable preview while keeping the raw data intact for safe reimport.
Voice Tools
Browse all four PCK audio archives in separate category tabs: BGM, Sound Effects, Voice (JP), and Voice (EN). Each tab shows every sound entry with its name, format (Opus / Raw), and file size. Double-click any entry to play it directly in the application — no external player needed. The in-app player uses the Concentus library to decode Opus audio in pure C#.
Supports individual sound replacement: select an entry, click “Replace Selected”, and choose a replacement .opus, .ogg, or .wav file. When finished, save the modified archive back to disk with “Save PCK”.
Asset Extractor
Browse every supported game asset organised into five tabs: All, Textures (.tex), Sprites (.spranm), Fonts (.fnt), and Maps (.mpd). Each tab header shows the file count and combined size for that category. Selecting any file triggers a live preview:
.tex— PNG extraction (with LZ77 decompression if needed).spranm— PNG extraction or Cell-document rendering.mpd— full map assembly via MapRenderer (atlas + assembled grid)
Batch-extract the current category or all categories in one operation.
Font Files
Supplementary documentation covering the .fnt format used in the game’s font system and how the Asset Extractor handles font files. The main extraction workflow uses the Asset Extractor’s Fonts tab.
Additional Tools
Documentation for the four remaining tools built into the application:
- Hex Editor — Load
.hexpatch files, inspect all patch entries, detect offset conflicts, and apply patches to the game executable with optional automatic backup. - Video Tools — Inventory game
.ogvcutscenes, queue replacement videos (any common format), and batch-convert to OGV via FFmpeg. - Map Explorer — Deep-dive viewer for
.mpdcell-map files with atlas and map rendering, multiple palette support, and PNG export. - Animation Viewer — Frame-by-frame
.spranmplayback with search, adjustable FPS, GIF export, PNG sequence export, and clipboard copy. - Game Scanner — Full directory inventory: file counts and sizes by extension, directory breakdown, and key-file presence check.
Technical Documentation
For developers working on modding tools, see the Technical Reference section:
- LZ77 Compression — compression algorithm used across multiple formats
- MDL Model Format — 3D model file structure
- SPRANM Animation Format — sprite animation system
- MPD Map Format — map and cell data
Want to contribute a tool or improvement? Open an issue or pull request on GitHub, or join the community on Discord.