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

IcySon55

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Hey there GBATemp!

This release is a fairly large one with some awesome new features, updates, and plugins.

Kuriimu v1.0.5
Features
  • Implemented Batch Extract in Karameru with Batch Archive to follow at some point.
  • You can now copy the image in Kukkii to the clipboard via a right click menu.
  • You can now display a customizable border around images in Kukkii.
  • Added support for Big Endian NW4C files.
Plugins
  • Greatly improved MT Framework texture compatibility in image_mt. (Make sure to delete the old image_tex.dll if you don't do a clean install.)
  • Added a brand new archive manager plugin for MT Framework archives. Both Little and Big Endian files are supported.
  • Drastically improved compatibility for the CHNKTEX plugin. Now supports 4bpp, 2bpp, multi-TXIM and RLE compressed files. (Plugin still incomplete and still no save.)
  • Improved BCLIM/BFLIM compatibility as well as adding support for Big Endian files. (WiiU image formats not yet supported.)
  • Potentially fixed a bug in image_stex in regards to LA88 support. (Plugin needs review.)
Changes
  • When extracting the top-level directory with Karameru, the extension is now part of the folder name that is generated.
  • Directory replace in Karameru will now try to find the directory name in the last used directory and select it in the folder dialog if it exists.
  • Open Raw Image in Kukkii now uses the settings from the main window in its preview block.
  • Slightly improved draw time and quality of thumbnails in Kukkii. Thumbnails that are smaller than the thumbnail view are no longer blurry.
Note: For those in need of BCLIM and/or BFLIM support in v1.0.5, there is a known issue with saving. I've added a patch to the release which corrects the issue for v1.0.5 users. Of course the fix will be rolled into v1.0.6 whenever that happens.
 
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ibbayi

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Good program thanks.
Bin file contains bctex
Is there a way to extract the file and import bctex?
 

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StarXrossed

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I'm not entirely sure if this is the right place to ask or if the Discord server would be better, but I was curious if full functionality for .btxt files could potentially be implemented in the future. I'm working on a translated menu patch for the Digimon Universe: Appli Monsters game and realized (far later than I should have) that I wasn't able to save what I had translated. It's not an immediate concern, and if it's too much of a hassle, it's totally fine, but I was curious if it was a thing that could be done potentially in the future. I've dumped the entire game and am happy to provide any example files if needed. (I hope I'm not being a bother--I would try it myself, but my technical skills don't extend to this, haha.) Thanks for your time!
 

IcySon55

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I'm not entirely sure if this is the right place to ask or if the Discord server would be better, but I was curious if full functionality for .btxt files could potentially be implemented in the future. I'm working on a translated menu patch for the Digimon Universe: Appli Monsters game and realized (far later than I should have) that I wasn't able to save what I had translated. It's not an immediate concern, and if it's too much of a hassle, it's totally fine, but I was curious if it was a thing that could be done potentially in the future. I've dumped the entire game and am happy to provide any example files if needed. (I hope I'm not being a bother--I would try it myself, but my technical skills don't extend to this, haha.) Thanks for your time!
Well, in the mean time, since Kuriimu supports loading BTXT, it can export them to KUP files. Use the batch export Kup function in Kuriimu to get the files created. Then you can open the Kup files and save your translation. Once the BTXT plugin has save, you will be able to simply import the text from Kup back into the BTXT files using batch import which is very quick.
 
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IcySon55

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Issue Template:
Please follow the template below when submitting issues to our issue tracker.
Code:
Console: <>
Format extension(s): <>
Original game name: <>

First 8 byte of file(s):
Extension - [<bytes in hex>] - [<bytes in ASCII>]

More details?:
<>

Sample files (if possible):
<links>

Please note the sample files text above says <links>. DO NOT attach files directly to the issue as every one of them is copy written material.
 
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IcySon55

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Hey there tempers,

This release comes with a slew of new features including most notably, CIA decryption. Alongside 3DS decryption this is pretty awesome.

Usage:
  1. Create a "bin" directory in your Kuriimu directory. Beside "plugins".
  2. Add the following files to the "bin" directory. (You must provide all of them yourself)
    1. seeddb.bin (required for CIA decryption only, create it with GodMode9 and SEEDconv)
    2. boot9.bin (full or prot, both should work, must be called boot9.bin)
    3. n3ds_keysector_retail.bin (this file sometimes called secret_sector.bin)
  3. In any of the applications, go to Tools > Encryption > 3DS and then decrypt your files!
I swear Kuriimu isn't a 3DS only tool! :rolleyes: Honest~

Kuriimu v1.0.6
Features
  • Added the ability to decrypt CIAs.
  • Added LZSS decompression support.
  • Added the CeteraDS library which implements generic support for DS formats.
Plugins
  • Improved BCH image plugin compatibility.
  • Added a new archive plugin for the Phoenix Wright DS data.bin format.
  • Added a new image plugin for the Phoenix Wright DS games.
  • Added a new image plugin for the MODS video format. (Experimental, no save)
  • Added a new archive plugin for the GARC2 and GARC4 archive formats.
  • Added a new image plugin for the Moflex video format. (Experimental, no save)
  • Added a new image plugin for Nintendo DS banners.
  • Improved XPCK archive plugin compatibility.
  • Improved ARC0 archive plugin with save functionality.
  • Improved PCK archive plugin compatibility.
  • Added a new archive plugin for the XFSA archive format.
  • Improved ARCV archive plugin compatibility.
  • Improved B123 archive plugin compatibility.
  • Improved CTPK image plugin compatibility with mipmap support.
  • Added a new image plugin for the AIF image format.
  • Added a new image plugin for the LMT image format. (Incomplete load, no save)
Changes
  • Improved batch functionality in the suite so that broken files don't stop the batch early.
 
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Nikouz26

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I have two files : ie_a.fa and ie_b.fa ( Inazuma eleven go galaxy ) . The first file opens while the second doesn't open and i get this error. I have an italian pc so i've translated the message. How can i solve this?
 

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IcySon55

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I have two files : ie_a.fa and ie_b.fa ( Inazuma eleven go galaxy ) . The first file opens while the second doesn't open and i get this error. I have an italian pc so i've translated the message. How can i solve this?
Hi @Nikouz26, this particular issue is a bug in the ARC0 plugin that has already been fixed in the following commit: https://github.com/IcySon55/Kuriimu/commit/88b6fe7c75053e30a4ef2493124f39bd7c09a812

It will be included in version 1.0.7, whenever that happens as we don't have a release schedule. I highly encourage you to build Kuriimu on your own as you can stay up to date with all of the latest fixes. There currently isn't a tutorial on how to do so but we'll gladly help you get set up if you come chat with us on the Fan Translators Inc. Discord server.
 
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Nikouz26

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Hi @Nikouz26, this particular issue is a bug in the ARC0 plugin that has already been fixed in the following commit: https://github.com/IcySon55/Kuriimu/commit/88b6fe7c75053e30a4ef2493124f39bd7c09a812

It will be included in version 1.0.7, whenever that happens as we don't have a release schedule. I highly encourage you to build Kuriimu on your own as you can stay up to date with all of the latest fixes. There currently isn't a tutorial on how to do so but we'll gladly help you get set up if you come chat with us on the Fan Translators Inc. Discord server.
Ok, Thank you
 
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IcySon55

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Hey there tempers,

I found some time today to put together another release and here's v1.0.7!

Most of the work in this release is the result of our new highly organized plugin request submission process through the template and GitHub issues. As his subtitle suggests in the OP, our resident plugin author extraordinaire @onepiecefreak is the mastermind behind many of the new plugins as well as all of the bugfixes to existing plugins. Also participating this time around, @Uwabami had a hand in extending the SMDH plugin and quite a bit of work there is his.

Please note that this release corrects a DLL location bug where you might find CeteraDS.dll and/or LibMobiclip.dll in the plugins directory. It is highly recommended that you delete everything (except for the bin directory) and extract a fresh copy of all files from v1.0.7.

Kuriimu v1.0.7
Features
  • Kukkii now supports extended file properties through the UI. The SMDH image plugin is currently the only plugin supporting this functionality.
Plugins
  • Improved JTEX image plugin compatibility. (Code review)
  • Corrected an identification bug in the Nintendo DS banner plugin.
  • Corrected build output for MODS, MOFLEX, and VXDF video plugins.
  • Added a new archive plugin for the BFP format.
  • Improved XI image plugin compatibility. (Bugfix)
  • Added a new image plugin for the IMGA format.
  • Improved XFSA archive plugin compatibility. (Bugfix)
  • Added a new text plugin for the lang.bin format from Tingle Balloon.
  • Improved AIF image plugin compatibility. (New image formats supported.)
  • Added a new text plugin for the XS format (Level 5). (Load only)
  • Added a new archive plugin for the AMB format.
Changes
  • Improved Cetera image functionality with the option to disable Z-Ordering.

Edit: A Kuriimu Patch for v1.0.7 has been released. Due to some haste on both ends, three plugins that are mentioned in the release notes were not built and shipped with the release. They're now available in the patch archive attached to v1.0.7.
 
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  • TwoSpikedHands @ TwoSpikedHands:
    I just found out that the EU version is better in literally every way, better sound quality, better lighting, and there's even a patch someone made to make the text look nicer
  • TwoSpikedHands @ TwoSpikedHands:
    Do I restart now using what i've learned on the EU version since it's a better overall experience? or do I continue with the US version since that is what ive been using, and if someone decides to play my hack, it would most likely be that version?
  • Sicklyboy @ Sicklyboy:
    @TwoSpikedHands, I'll preface this with the fact that I know nothing about the game, but, I think it depends on what your goals are. Are you trying to make a definitive version of the game? You may want to refocus your efforts on the EU version then. Or, are you trying to make a better US version? In which case, the only way to make a better US version is to keep on plugging away at that one ;)
  • Sicklyboy @ Sicklyboy:
    I'm not familiar with the technicalities of the differences between the two versions, but I'm wondering if at least some of those differences are things that you could port over to the US version in your patch without having to include copyrighted assets from the EU version
  • TwoSpikedHands @ TwoSpikedHands:
    @Sicklyboy I am wanting to fully change the game and bend it to my will lol. I would like to eventually have the ability to add more characters, enemies, even have a completely different story if i wanted. I already have the ability to change the tilemaps in the US version, so I can basically make my own map and warp to it in game - so I'm pretty far into it!
  • TwoSpikedHands @ TwoSpikedHands:
    I really would like to make a hack that I would enjoy playing, and maybe other people would too. swapping to the EU version would also mean my US friends could not legally play it
  • TwoSpikedHands @ TwoSpikedHands:
    I am definitely considering porting over some of the EU features without using the actual ROM itself, tbh that would probably be the best way to go about it... but i'm sad that the voice acting is so.... not good on the US version. May not be a way around that though
  • TwoSpikedHands @ TwoSpikedHands:
    I appreciate the insight!
  • The Real Jdbye @ The Real Jdbye:
    @TwoSpikedHands just switch, all the knowledge you learned still applies and most of the code and assets should be the same anyway
  • The Real Jdbye @ The Real Jdbye:
    and realistically they wouldn't

    be able to play it legally anyway since they need a ROM and they probably don't have the means to dump it themselves
  • The Real Jdbye @ The Real Jdbye:
    why the shit does the shitbox randomly insert newlines in my messages
  • Veho @ Veho:
    It does that when I edit a post.
  • Veho @ Veho:
    It inserts a newline in a random spot.
  • The Real Jdbye @ The Real Jdbye:
    never had that i don't think
  • Karma177 @ Karma177:
    do y'all think having an sd card that has a write speed of 700kb/s is a bad idea?
    trying to restore emunand rn but it's taking ages... (also when I finished the first time hekate decided to delete all my fucking files :wacko:)
  • The Real Jdbye @ The Real Jdbye:
    @Karma177 that sd card is 100% faulty so yes, its a bad idea
  • The Real Jdbye @ The Real Jdbye:
    even the slowest non-sdhc sd cards are a few MB/s
  • Karma177 @ Karma177:
    @The Real Jdbye it hasn't given me any error trying to write things on it so I don't really think it's faulty (pasted 40/50gb+ folders and no write errors)
  • DinohScene @ DinohScene:
    run h2testw on it
    +1
  • DinohScene @ DinohScene:
    when SD cards/microSD write speeds drop below a meg a sec, they're usually on the verge of dying
    +1
  • Psionic Roshambo @ Psionic Roshambo:
    Samsung SD format can sometimes fix them too
  • Purple_Heart @ Purple_Heart:
    yes looks like an faulty sd
  • Purple_Heart @ Purple_Heart:
    @Psionic Roshambo i may try that with my dead sd cards
    +1
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    It's always worth a shot
    Psionic Roshambo @ Psionic Roshambo: It's always worth a shot