[PC] Text editor - touphScript (v1.4.0)

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Gemini put me straight... I forgot...  Sephiroth text from kernel.bin is loaded on new game to ram and is then saved when you save a game... so unless you start a game again or alter the save file, you will never see the change.
 
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v0.9.8

Ok that should be it, unless there are bugs, so if you come accross something odd please let me know! When enough people have tested and confirmed working I'll promote it to 1.0.
 
This now supports editing:

All text in FF7.exe
All text in Scene.bin
All text in kernel.bin
All text in kernel2.bin
All dialogue in Flevel.lgp including tutorials.  All non used text is edited out.
All dialogue in World_us.lgp (ev files and mes) for World dialogue.

Also supports scripting of Tutorials, my and kranmer's menu overhaul (see the ini and readme). It can automatically size dialogue windows and removes unused text entries.  It also fixes broken windows from original game.

A monumental effort, and imho the best single translation tool available.  Can be used from Command line.
 
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While we're talking about AI, are you looking at the player characters' AI in the KERNEL.BIN and the formation AI in the scene.bin? Just wondering. Also, you should think about checking for the A0 opcode since that's the debug text line. That uses standard ASCII values and not the FF7 font, though.
 
While we're talking about AI, are you looking at the player characters' AI in the KERNEL.BIN and the formation AI in the scene.bin? Just wondering. Also, you should think about checking for the A0 opcode since that's the debug text line. That uses standard ASCII values and not the FF7 font, though.
I'm checking formation AI for text just in case, not checking character AI - should I be? I check for 0xA0 but only to skip over it otherwise I wouldn't be able to read scripts that use it, don't think many people are interested in modifying debug text  :D
 
Just a small note.  I think luksy wants to add "script fixes" elsewhere, but so far there are 3 main ones:

1.  bridge scene in mtcrl_9 (text removed in PC, you have to place text back which we can fix anyway with this tool).  Thanks for this to myst6re.

There is one, easy to unlock, at mtcrl_9, border_2 location is disabled due to the first action in the script 0 (main). In fact, the location is cleared all the time. Remove "Clear the location" action, and voila!

2. Barrett scene at Gongaga.  I forget who told me this one but I also told myst6re of it.

    Barret is on current party
    GameMoment < 638
    “A ruined reactor.” text was triggered in gongaga
    You spoke with at least one villager about the reactor accident.
    the fifth bit in var[3][129] is 0

The problem is that the last condition does not happen, the fifth bit is set to 1 at the beginning of the game (chrin_2 > init > S0 - main). Why? I don't know, this may be needed. After all, both fields (chrin_2 & gonjun1) are produced by the same author (Keisuke).

delete the set bit action at chrin_2 > init > S0 - main

3.  Temple of the Ancients original minigame (present in original Japanese game).  I was going to look into it, but Shademp found out its very simple to fix.  A var is set deliberately that is supposed to be set only when you fall down in the clock room 3 times. 

So just remove "Set the 1 bit to 1 in Var[3][239]" in  kuro_4 -> produce -> S0 Init. The text has been translated already but until now, never used.

People always say that this original minigame is too hard... I didn't think so.  It was pretty easy.  If you fall down the clock room 3 times the minigame switches to the easier version.
 
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Minor update with some text files renamed for easy access, and a feature that should be useful for text mods that allows individual entries to be ignored.
 
Bugfixes for a couple of things that popped up when using with Aeris revival mod and hardcore mod, as Dan said in the menu mod thread touphScript will probably crash when using hardcore mod due to a bug in las2_3

I could add a check for similar errors and log instead, but logging errors can go unnoticed; at least if touphScript crashes it's pretty obvious, although annoying I'm sure, and also may suggest that there is something fatally wrong with the game code as in this case. I'll think about ways to make these kind of errors more obvious for a future release.
 
Quick 'n' dirty bugfix for the hardcore mod issue, it shouldn't crash now.
 
Another bugfix, won't crash anymore when encoding text files with more entries than the respective field file.
 
http://dl.dropbox.com/u/36889302/FF7/Japanese%20Table.zip

This is the complete Japanese font at 4X size, found from Window.bin.

There are 1071 Kanji in the game, which is correct as there are also 1071 corresponding entries in the character spacing table also found in window.bin.

The gana and kana are also here.  I am not sure how feasible it is to add japanese support but anyway, this is for anyone who needs it.
 
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since i just added japanese support myself. maybe he can do so in a similar way. please see
globals.cpp starting at line 564. its pretty ez if your using utf8 chars.
 
Hello Luksy and DLPB

Do you have any idea where this may be part of the texts?



Attack
Magic
Item

First, I thought it would be in the EXE. but was not there, I doubt that is in the files of the dialogues, not looked at the Kernel's and do not think it's graphic...

Sorry if this question has been answered, but found nothing related to them...

Before coming to ask me, I looked in Qhimm wiki, but found nothing...
 
It is in 0_kernel2.bin.txt, see the dumped text files.  They are all in kernel2. 

@sith He has already added japanese and PSX dumping support, I think :P  I believe he used Makou reactor's documentation.

Also, luksy seems to have uploaded 0.9.9.3.7 which fixes the world map dialogue bug.
 
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Thanks man! Sorry for the inconvenience, but taking advantage of:

Do you plan to move in Window.bin?

Thanks! :D
 
I am not the author, but I do believe window.bin character spacing values are being added... or at least, reading it is being added.
 
I'm french and i try to translate in french and apparently the character like à,é,è etc. does not appear in the game ?
 
The font I made with menu reconstruction does not support those letters, you are free to make your own font.

Luksy's program DOES support those letters so your query is not a TS issue.
 
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