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

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just a question.. where are the title screen texts hidden? ("NEW GAME" and "Continue?")
 
In the FF7.exe. DLPB has done some very smart tools, which allow you to modify the text.
DLPB Tools 1.2

The games converter wouldn't be possible without them.
 
after run and enter - d or e
Fatal error: basic_ios::clear
I had this problem, too, but I fixed it by doing two things:

#1: Run as Administrator.  (I suggest running "Command Prompt" as Administrator, then running touphScript.exe from the command prompt, so that you can see the output after it's done, and you can also provide the d option.  However, if you right-click touphScript.exe and "Run as Administrator", that works, too.)

#2: I installed FF7.  See, I was trying to run touphScript without actually installing FF7.  Is this supported, by the way?  I was expecting/hoping touphScript would default to the current directory, and that's where I put the FF7 files, but I still couldn't get this to work.  I tried lots of things, including removing read-only attributes; modifying the ini to set Override paths; tried putting the FF7 files in different places (all in the current directory, vs. putting them in the folder structure .\data\etc.); compatibility mode with earlier versions of Windows; etc.  However, it's very possible that I had installed then uninstalled FF7 a long time ago, so maybe touphScript still found the old install path in the registry and was looking for the files there?

Anyway, hope this helps!
 
just a question.. where are the title screen texts hidden? ("NEW GAME" and "Continue?")
You can change them with touphscript by just editing the text file 0_ff7.exe.txt
 
thanx a lot DLPB. my 0_ff7.exe.txt was empty and i was thinking it's normal but now i understand that's just a bad dump.

touphscript is a very useful tool
 
This tool is being rewritten and I am sure Luksy will be addressing the problems that exist :)
 
First off, this is very, very awesome. I installed FF7 on my new PC a couple days ago and went crazy with the mods and I love it.

My mods resulted in the text boxes cropping off some of the dialogue which is how I found touphscript. Using it, I found that I had to use the suggestions from https://www.ff7catalog.com/threads/8366/ to get it working, using the following lines:

autosize_width = 1
autosize_height = 1

menumod = 0

This all seemed to work until I went back to the FF7 bootleg program to make a few more changes. I tried to run touphscript again in the same manner but it doesn't seem to be working anymore. My log outputs "Unknown ini key: menumod" and no change is apparent. I've also tried to dump and encode without this line but that doesn't do anything either.

Any thoughts?
 
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And I wondered, why the autosize didn't work...
vqg.gif
 
Using v1.2.9 going from a German flevel that has been highly modified (Kaldarasha's Reworked Mod) to English I get the following errors:
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blin67_2 patch failed, not original scriptchrin_2 patch failed, not original scriptcosin1_1 patch failed, not original scriptealin_2 patch failed, not original scriptelmin4_2 patch failed, not original scriptelminn_1 patch failed, not original scriptfrcyo patch failed, not original scriptfship_4 patch failed, not original scriptgames_2 patch failed, not original scriptgongaga patch failed, not original scriptgoson patch failed, not original scriptkuro_4 patch failed, not original scriptlastmap patch failed, not original scriptError in mds7: Incorrect number of entries: 74/73min51_1 patch failed, not original scriptpsdun_2 patch failed, not original script
After testing I'm guessing these are almost all choice boxes? We're finding yes/no type boxes that are off vertically 1 line. The mds7 scene error seems harmless enough, no? Anybody think I can repair these manually being a normal non-superhuman type?
If this were something I was having trouble with going from a regular flevel, I wouldn't bother asking; I'd start from scratch. But the Reworked Mod flevel.lgp is super highly modified, almost every scene has been changed in multiple ways. There is no way to start from scratch. I was hoping to port this flevel as part of Kaldarasha's Reworked mod (which includes his Unshaded Models Overhaul) to all available script languages. PitBrat has kindly sent me all the text rips, as I was planning to image install repeatedly in different languages and rip them with ToughScript myself. But now the project is totally stalled.
I would like to verify that the actual rips (and I'm pretty sure PB used 1.2.9 to do them) are not the issue. I am almost positive it is simply because the flevel I'm trying to encode to has already had these patches installed, but in German. Everything is longer in German so it's bumping the choice boxes down a line? :-D
I hate to admit defeat but unless I'm just doing something wrong I think I'll have to wait for some help with ToughScript itself :-[
 
Ugerstl did the Touphscript rips most likely using 1.2.8.
That's also the version used in Bootleg .040.
Would re-ripping the text with 1.2.9 correct the errors?
I only have access to the re-release international versions of FF7.
I know there are some minor differences between the flevels of the re-release and cd-rom versions.
 
Would re-ripping the text with 1.2.9 correct the errors?
Unfortunately, no. That's actually what I did as far as the English text. v3 is from a 1.2.9 rip :oops:
Pretty sure it's the encoding where the issue is coming up, and it's certainly not ToughScript's fault; the flevel text had already been altered.
Kaldarasha has decided to edit the v3 I encoded manually with Makuo Reactor. But I imagine the problem will remain if I try to use TS1.2.9 to port his fixed ENG flevel to the other languages.
 
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My understanding is, that Tough Script can do these patches to an unmodified flevel.lgp. That means if the program is used a second time, it should detect the new entries in the flevel and doing nothing, except writing a report that it had done nothing to the scenes.
 
My understanding is, that Tough Script can do these patches to an unmodified flevel.lgp. That means if the program is used a second time, it should detect the new entries in the flevel and doing nothing, except writing a report that it had done nothing to the scenes.
That's right.  Apart from his entry about wrong entry numbers... that's because the text file has different entries to the flevel.
 
Does it matter if I ripped the English text from an flevel that was also modified? I even made sure the MO "additional script fixes" were in it... Was I supposed to use completely vanilla text rips?
 
The script patches only fail if the scripts themselves are not vanilla English, the text isn't considered (assuming of course the number of text entries matches the script). I can't remember off hand if the German flevel had any changes, but keep in mind that the patching will also fail if the scripts have already been patched.
 
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