Emulation Homebrew ROM Hack Translation [Yo-Kai Watch Busters 2] How can I change the fonts to a Western keyboard layout?

mezonyan

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I’ve been working on the German patch for Yo-Kai Watch Busters 2 for about five days now, translating dialogues, Yo-kai names, system texts, and more. But I keep running into the same problem with Kuriimuu1: European glyphs like ä, ö, ü, or ß are immediately replaced by a, o, u, or s as soon as I save and reopen the file. This makes some dialogues/names strange or even nonsensical.

I also tried modifying the font files, since they aren’t really suited for German (for example the “¥” symbol), but that resulted in an error. After a while I asked an AI (Copilot) how to fix this, and Copilot told me that it can only be solved through ASM modding / reverse engineering.

I’m not very experienced with reverse engineering, so maybe someone here knows another way to avoid this fallback behavior.
 

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European glyphs like ä, ö, ü, or ß are immediately replaced by a, o, u, or s as soon as I save and reopen the file
Is this accent stripping done by the game itself or by Kuriimu? (If it's Kuriimu, no need for reverse engineering, you'd just need to edit its C# code.) Otherwise, yes, you'll need to find the in-game function that strips the accents before printing the text, and patch that.
 
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Is this accent stripping done by the game itself or by Kuriimu? (If it's Kuriimu, no need for reverse engineering, you'd just need to edit its C# code.) Otherwise, yes, you'll need to find the in-game function that strips the accents before printing the text, and patch that.
It is by Kurrimuu, where do I edit it's C# code?
 
just
It is by Kurrimuu, where do I edit it's C# code?
Just follow the instructions to build the software on your computer first (read the README.md): https://github.com/FanTranslatorsInternational/Kuriimu2
Clone the project with git, download Visual Studio, .NET, etc.

After that, you just need to search the source code for the part where the text editor saves, and see where the accent stripping happens. You can try using Copilot if you don't know much about coding (idk if it will work).

Alternatively, you can also open an issue on GitHub mentioning your problem, and they will fix it in future versions of Kuriimu.
 
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just

Just follow the instructions to build the software on your computer first (read the README.md): https://github.com/FanTranslatorsInternational/Kuriimu2
Clone the project with git, download Visual Studio, .NET, etc.

After that, you just need to search the source code for the part where the text editor saves, and see where the accent stripping happens. You can try using Copilot if you don't know much about coding (idk if it will work).

Alternatively, you can also open an issue on GitHub mentioning your problem, and they will fix it in future versions of Kuriimu.
This won't be fixed in Kuriimu since support for it ended years ago. And Kuriimu2 does no longer support cfg.bin. There is a dedicated tool for this, called CfgBinEditor.

If anything, that tool would need to be patched. However, this is not an issue with the program.

cfg.bin's are stored as either SJIS or Utf8. And the encoding toggle in it is mostly SJIS. In this case it probably also is SJIS. That conversion is therefore intended.

I can add the possibility to switch the encoding toggle to Utf8, but it is unknown if the game supports the other encoding toggles. (Meaning if the US or JP version detect and implement the Utf8 toggle properly) That can only be tested and might lead to asm patches to support it, if it doesn't.
 
This won't be fixed in Kuriimu since support for it ended years ago. And Kuriimu2 does no longer support cfg.bin. There is a dedicated tool for this, called CfgBinEditor.

If anything, that tool would need to be patched. However, this is not an issue with the program.

cfg.bin's are stored as either SJIS or Utf8. And the encoding toggle in it is mostly SJIS. In this case it probably also is SJIS. That conversion is therefore intended.

I can add the possibility to switch the encoding toggle to Utf8, but it is unknown if the game supports the other encoding toggles. (Meaning if the US or JP version detect and implement the Utf8 toggle properly) That can only be tested and might lead to asm patches to support it, if it doesn't.
That would be incredible if you could add it, I mean I could test it then if it works or if there is any problem.
 

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