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

m2236818

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Hey, IcySon55, I'm back, and the new version of kuriimu is great. When exporting a msbt file as a kup file, each text will have two parts, <original> and <edited>, which are easily misused in editing. I was wondering if I could export a file without <original> content, just like an xmsbt file. Please tell me how to achieve it, thank you.
 

IcySon55

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Hey, IcySon55, I'm back, and the new version of kuriimu is great. When exporting a msbt file as a kup file, each text will have two parts, <original> and <edited>, which are easily misused in editing. I was wondering if I could export a file without <original> content, just like an xmsbt file. Please tell me how to achieve it, thank you.
You know that KUP can be edited directly in Kuriimu right? Removing the original text isn't really an option for the program. ou can remove it manually (or via Regex) but I won't be removing it in the code.
 

Darksigil

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I've been using this for some projects of mine, and I have to say, this thing is a godsend.
I don't know what I'd do without it T-T
 

LucaP

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First of all, thank you for this wonderful program, it's been helping me a lot! However, I have a problem; i'm translating Shin Megami Tensei IV to portuguese, and it's all going well exept for the fact that, for some reason, the .mbm files (where the text is) all have japanese encoding, making any attempt at inserting special characters like "ç", "ú", "ñ" etc impossible, since it all turns to gibberish when I save and load the file again. I tried exporting it to .kup and editing it, and it works, but when it's converted back to .mbm it's all gibberish again. Is there a way to edit these .mbm files to be unicode or something else that supports special characters? Thanks in advance.
 

IcySon55

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First of all, thank you for this wonderful program, it's been helping me a lot! However, I have a problem; i'm translating Shin Megami Tensei IV to portuguese, and it's all going well exept for the fact that, for some reason, the .mbm files (where the text is) all have japanese encoding, making any attempt at inserting special characters like "ç", "ú", "ñ" etc impossible, since it all turns to gibberish when I save and load the file again. I tried exporting it to .kup and editing it, and it works, but when it's converted back to .mbm it's all gibberish again. Is there a way to edit these .mbm files to be unicode or something else that supports special characters? Thanks in advance.
The MBM plugin was never fully completed. I imagine you've talked to MegaFlan/ThePudding already about his dedicated SMTIV application? Hopefully that will get your text sorted. Cheers~
 

LucaP

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The MBM plugin was never fully completed. I imagine you've talked to MegaFlan/ThePudding already about his dedicated SMTIV application? Hopefully that will get your text sorted. Cheers~
Yes, as soon as I made my post here he responded to me on the SMTIV spanish translation topic. :D
He made a converter, Moonbeam, for mbm <-> xml and that would probably solve the problem with symbols, however I'm at a loss at how to use it. I've replied to him about that and am waiting for him to respond...
Thanks for the reply!
 
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IcySon55

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Hey there temp,

Here's the next iteration of Kuriimu for you guys!

Kuriimu v1.0.13
Features
  • Fixed blocked DLL loading. Users will no longer need to unblock the files for Kuriimu to use them!
  • Added the new FNV123 hashing algorithm.
  • Added a second version of the SpikeChunsoft compression algorithm.
  • Added support for loading and saving PVRTC compressed images.
  • Added support for loading and saving ETC2 compressed images via PVRTC library.
  • Added the new XXHash32 hashing algorithm.
  • Improved the LZ4 compression algorithm to be standards compliant.
  • Refactored CIA decryption so that it now fully works.
Plugins
  • Improved MTTEX image plugin compatibility. (Automatic mipmap downsampling)
  • Added a new archive plugin for the PAC format.
  • Added a new text plugin for the BMG format.
  • Improved VCG image plugin compatibility. (Refactored)
  • Improved XI image plugin compatibility. (2 more formats supported)
  • Improved TTBIN text plugin compatibility.
  • Improved G1T image plugin compatibility. (More formats supported)
  • Improved HPB/HPI archive plugin compatibility. (Fixed compressed filesize info)
  • Improved STEX image plugin compatibility. (You can now change the format)
  • Added a new archive plugin for CIA/NCCH/NCSD. (RomFS and ExeFS supported within)
  • Improved MTARC archive plugin compatibility. (Switch files now supported)
Changes
  • Fixed some case sensitivity issues for building on Linux.
 
Last edited by IcySon55,

Kibido

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Just dropping by to say thank you for this amazing tool, no more mass extracting hundreds of thousands of files just to edit one. Is there a chance a .efl plugin could be made?
 

IcySon55

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Just dropping by to say thank you for this amazing tool, no more mass extracting hundreds of thousands of files just to edit one. Is there a chance a .efl plugin could be made?
Sure, just create an issue on our github and hope for the best. We have a giant backlog.
 

Kibido

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Sure, just create an issue on our github and hope for the best. We have a giant backlog.
main-qimg-9cb86ceb0bd2ac99114460d954ef0358
 

Kibido

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Admittedly it isn't that big, it's just over 100 formats which actually wouldn't take that long to get through with three people but all of us are strapped for time these days. ¯\_(ツ)_/¯

I'm not in a rush, I'd say better late than never.
 

YuseiFD

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Dude your DQ11 Pack archive plugins suck, i mean thanks for the work, but it doesn't decompress/decrypts the main pack archives, and it doesn't open pack archives with more than one file inside.
 

onepiecefreak

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I don't remember that we already support DQ11 archives. I mean why don't you do an issue on our github for that problem, instead of insulting the plugin.
 

YuseiFD

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I don't remember that we already support DQ11 archives. I mean why don't you do an issue on our github for that problem, instead of insulting the plugin.
it's a simple archive, still im sorry for insulting this non existing archive, and sorry for seeing this so late, cuz i've been working on it now, and i managed to 98% crack it, thanks for the tools though cuz they came in real helpful :D
 

onepiecefreak

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it's a simple archive, still im sorry for insulting this non existing archive, and sorry for seeing this so late, cuz i've been working on it now, and i managed to 98% crack it, thanks for the tools though cuz they came in real helpful :D
It might be a simple archive, but if we don't know it exists, we can't do anything about it. If you might need help on the other 2% or might want us to write a plugin (or using your code and integrating it into our plugin base, whatever you like), just do an issue. Until then. ;)
 
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lwyx2017

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Hello, I use your tools to open New Love Plus Archive "img.bin" discovered was problem.
The tool will recognition the Mario Maker Archive,I think there is a conflict between the source code of the two formats.
At Visual Studio,if Exclude these three codes from the project It can identify img.bin correctly.
But I haven't written code for a long time,So I don't know how to change it.
I hope them can solve this problem,Thank you,Recently I want to amend the New Love Plus Archive the img.bin Internal files.
1.png 2.png 3.png 4.png 5.png
 
Last edited by lwyx2017,

IcySon55

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Hello, I use your tools to open New Love Plus Archive "img.bin" discovered was problem.
The tool will recognition the Mario Maker Archive,I think there is a conflict between the source code of the two formats.
At Visual Studio,if Exclude these three codes from the project It can identify img.bin correctly.
But I haven't written code for a long time,So I don't know how to change it.
I hope them can solve this problem,Thank you,Recently I want to amend the New Love Plus Archive the img.bin Internal files.
View attachment 144324 View attachment 144325 View attachment 144326 View attachment 144327 View attachment 144328
Please create this as an issue on our github issue tracker so we can keep track of these things thanks.
 

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