ROM Hack [Release] Kuriimu - A general purpose game translation toolkit for authors of fan translations.

IcySon55

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Can you add those symbols to kuriimu's font so they can by displayed in the msbt text editor, and not as "<null><null>'<null><null><null><null>"?
View attachment 89797
got them from cbf_std.bcfnt.
If you can add the symbols to your own .OTF font, then select that font in the Kuriimu UI...
 

IcySon55

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I have already edited the maple font. How do I inject it into kuriimu? To be seen in the game
There are two different fonts we're talking about here. The font displayed in the game previews is the original game font in BCFNT or BFFNT format. These are not selectable and are built into the game plugin.

The other font would be an OTF font that can be installed normally in Windows like a TTF. You can select those fonts from the dropdown menu at the top of Kuriimu.

Which one are you talking about?
 
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lwyx2017

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Thanks for your tools Let me see the textures inside the CGFX:bow:
Can you add bctex support in CGFX? I open bctex but there was an error.
I extract Rune Factory 4 texture can be used.
Thanks very much
ijkMm0j.png

Kdr1oqc.png

XfLznYr.png

xn54IqZ.png
 

onepiecefreak

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I will add support for save and edit sometime. But I don't know when. Also the newest version of the plugin supports loading of images if a folder named "timg" with the images is at the same place like the bclyt.

EDIT: If no pictures are found all elements are shown as such placeholders with different colors and borders. Images for example as blue boxes with white border as you can see.
 
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IcySon55

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Hey there temp!

The development team at Fan Translators Inc. is proud to announce that Kuriimu v1.0.0 is now released!

The reason that we were able to release v1.0.0 is that we've actually begun working on v2.0.0 which is a ground-up rewrite of the whole suite.
Development on v1.0.0 will continue in the form of bug fixes, small feature additions when necessary and potentially new plugins.
The current interfaces for v1.x plugins will no longer change. All plugins written for Kuriimu v1.x will continue to work on all further v1.x versions.

Note that v2.x plugins will be using a vastly different loading mechanism and v1.x plugins will not work in v2.x.
We will however be porting all of our in-house plugins to v2.x.

These tools look really slick. I'm impressed.
Thanks!
 
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tomx86

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Hey guys, so I've added some 3DS symbols to my "3DS font":
upload_2017-6-16_18-19-22.png

So I could view them in Kuriimu, but I've still got this:
upload_2017-6-16_18-24-2.png

Instead of just this:
upload_2017-6-16_18-22-58.png

How to remove those "<null><null>@À<null>Œ<null><null>d<null><null><null>@À<null><null>"
from display. I've noticed that when I chose a game for preview the symbols change, so maybe a "3DS SYSTEM" preview option?
 

IcySon55

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How to remove those "<null><null>@À<null>Œ<null><null>d<null><null><null>@À<null><null>"
from display. I've noticed that when I chose a game for preview the symbols change, so maybe a "3DS SYSTEM" preview option?
Those symbols look familiar. Like Ruby code for Furigana support. Try the various game handlers to see if any of them clear things up.

If not, you'll need somebody to write you a game handler for the system menu and do the necessary reverse engineering on the control codes.
 
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pixelmasher

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Those symbols look familiar. Like Ruby code for Furigana support. Try the various game handlers to see if any of them clear things up.

If not, you'll need somebody to write you a game handler for the system menu and do the necessary reverse engineering on the control codes.
Holy crap! You must spend a LOT of time on this to recognize that. :bow:
 

lwyx2017

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Excuse me, I'd like to ask image format about RGBA8888,RGBA4444 and RGBA5551 Where is the source code position?
I would like to the refer to the code, thank you.:bow:
 

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Hi, do you think it is possible we could use the methods here to Translate the PC version of Megaman Legends 2?

I'm a noob in the Fan Translation scene but has fair intel regarding romhacks and rom patches back in the day. :)
 

onepiecefreak

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@lwyx2017 all the image encoding and decoding stuff happens in Cetera.Image. You find the code in the class Common.cs in Cetera > Image.
The function Load decodes every of the 14 image formats from the 3DS to RGBA8888 and Save from RGBA8888 to one of these.
 
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lwyx2017

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@lwyx2017 all the image encoding and decoding stuff happens in Cetera.Image. You find the code in the class Common.cs in Cetera > Image.
The function Load decodes every of the 14 image formats from the 3DS to RGBA8888 and Save from RGBA8888 to one of these.
Oh, thank you for your reply,I'll see it later^_^
Please ask is most of the BCLIM is in ETC1A4 format?
BFLIM is Generally there RGBA8888,RGBA4444 and RGBA5551 format?
 

lwyx2017

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You should add.Bcmdl In the open menu,Bcmdl is the same as bcres in CGFX format.
In addition, bctex is also CGFX format, there will be games, use this as a texture format,for example Rune Factory 4.
Rune Factory 4 I've exported all the bcmdl texture with Kukkii,But there is a problem with bctex support
If you have time,I hope you can improve,So I can Batch export Rune Factory 4 All the textures inside bcmdl and bctex.
Also this is some bctex opened with EFE, there are some problems,I think it's because the image format code of EFE is not perfect,Can you help me and tell me the format of these images?I don't know much about the image format, thank you.
55eZjQl.png

qQrzHoc.png

Here are some bctex sample files
 

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