Hello, guys I need someones help who knows where to find the font asset and atlas for the cutscenes in "Detective Pikachu Returns", I want to add polish letters to it like I did for the game dialog here: https://gbatemp.net/threads/detective-pikachu-returns-how-to-edit-fonts-help-please.641576/
Because after finding all (I think) "FOT-UDKakugo_SmallPr6N-DB SDF" asset and atlas files in the game, the only place the font is still missing polish letters are the cut scenes:
And the missing letters are shown as some gray squares, and not like blank spaces in the dialogs:
I think it must be a different font file maybe, I don't know?
So if someone knows there to find the subtitles font files in unity games let me know, Please
I managed to fix it, but only on the emulator. When loading the game on the switch, the console hangs. I will write step by step what I did.
1)I dumped the exefs on the console using NXDump.
2)Using NX2ELF, I turned main into main.elf
3)Received dummy dll using IL2CPP Dumper GUI. Executable file = main.elf, global-metadata.dat = Data\Managed\Metadata\global-metadata.dat
4)from the folder DummyDll, i moved all the files to Data\Managed
5) Open UABEA Nightly and Option->disable cpp2il
6)Open romfs\Data\resources.assets and replace font, but It needs to be replaced "m_FileID": 0 by 1 in the section "m_FileID": 0 by 1
I managed to fix it, but only on the emulator. When loading the game on the switch, the console hangs. I will write step by step what I did.
1)I dumped the exefs on the console using NXDump.
2)Using NX2ELF, I turned main into main.elf
3)Received dummy dll using IL2CPP Dumper GUI. Executable file = main.elf, global-metadata.dat = Data\Managed\Metadata\global-metadata.dat
4)from the folder DummyDll, i moved all the files to Data\Managed
5) Open UABEA Nightly and Option->disable cpp2il
6)Open romfs\Data\resources.assets and replace font, but It needs to be replaced "m_FileID": 0 by 1 in the section "m_FileID": 0 by 1
Thanks to @dgyst
I made it work on Ryujinx\Console (sort of), after making a resources.assets that works with yuzu, by importing the FOT-UDKakugo_SmallPr6N-DB SDF.json file @dgyst give me inside Data\Managed I had to edit the first lines to look like this:
0 MonoBehaviour Base
0 PPtr<GameObject> m_GameObject
0 int m_FileID = 1
0 SInt64 m_PathID = 0
1 UInt8 m_Enabled = 1
0 PPtr<MonoScript> m_Script
0 int m_FileID = 1
0 SInt64 m_PathID = 1273
1 string m_Name = "FOT-UDKakugo_SmallPr6N-DB SDF"
Then I imported The atlas file and saved the file and it works in yuzu perfectly.
Now for Ryujinx\Console just edit the first lines in FOT-UDKakugo_SmallPr6N-DB SDF in the working yuzu resources.assets like this:
0 MonoBehaviour Base
0 PPtr<GameObject> m_GameObject
0 int m_FileID = 1
0 SInt64 m_PathID = 0
1 UInt8 m_Enabled = 1
0 PPtr<MonoScript> m_Script
0 int m_FileID = 1
0 SInt64 m_PathID = 560532488646354119
1 string m_Name = "FOT-UDKakugo_SmallPr6N-DB SDF"
The game will start but you get this in cut scenes:
To fix that just start the game and go to language select choose a Asian language confirm the language change and the go back to the Polski(English) language and it will work, but you need to do this every tine you start the game:
and belive me I tried for hours to fix it but that's the best I got maybe @dgyst will have better luck.
If it wasn't for a past error I wouldn't even figure it out, because when I used to start the game without the resources.assets while testing the Polish font, every time I changed to a Asian language and back to Polski(English) I got this error:
This was fixed by resetting the game, but today while trying to make the new resources.assets to work with Ryujinx\Console I started the game wit the original resources.assets, and even that fixed that error, so after I finally made a resources.assets that didn't crush in Ryujinx\Console when I saw that texture in the cut scenes I've put two things together and it worked, but its still not perfect, oh well.
And the thing that fixed the language change error was editing this line in FOT-UDKakugo_SmallPr6N-DB SDF:
0 PPtr<$Material> material
0 int m_FileID = 0
0 SInt64 m_PathID = 6527268995890988509
to this:
0 PPtr<$Material> material
0 int m_FileID = 0
0 SInt64 m_PathID = 22
So thanks again to @dgyst, have a good life
Post automatically merged:
YOOOOOOO i DID IT!
The problem was the Atlas file PathID in the FOT-UDKakugo_SmallPr6N-DB SDF.json you gave in the Data\Managed folder, to make it work for all emulators and the console, I edited my FOT-UDKakugo_SmallPr6N-DB SDF.json with extra Polish letters and changed those lines:
0 PPtr<MonoScript> m_Script
0 int m_FileID = 0
0 SInt64 m_PathID = 560532488646354119
1 string m_Name = "FOT-UDKakugo_SmallPr6N-DB SDF"
0 int hashCode = -1304660035
0 PPtr<$Material> material
0 int m_FileID = 0
0 SInt64 m_PathID = 6527268995890988509
and also those:
0 vector m_AtlasTextures
1 Array Array (1 items)
0 int size = 1
[0]
0 PPtr<$Texture2D> data
0 int m_FileID = 0
0 SInt64 m_PathID = 6083195755817863084
to:
0 PPtr<MonoScript> m_Script
0 int m_FileID = 1
0 SInt64 m_PathID = 1273
1 string m_Name = "FOT-UDKakugo_SmallPr6N-DB SDF"
0 int hashCode = -1304660035
0 PPtr<$Material> material
0 int m_FileID = 0
0 SInt64 m_PathID = 22
and also those:
0 vector m_AtlasTextures
1 Array Array (1 items)
0 int size = 1
[0]
0 PPtr<$Texture2D> data
0 int m_FileID = 0
0 SInt64 m_PathID = 172
Because those files have different File and Path IDs inside the resources.assets file:
TMP_FontAsset
FOT-UDKakugo_SmallPr6N-DB Atlas Material
FOT-UDKakugo_SmallPr6N-DB SDF Atlas
And finally import the new Atlas file with extra Polish letters, and it's done!
So once again thanks to you @dgyst
And I hope this will help others, with similar problem.
Everything you proposed yourself to do with this game, you persevered and succeded in the end! Congrats!
I wish I was this succesful on my attempt on porting a PC translation of a game to its Switch version, but it's been 3 weeks since I started trying to do this and I'm almost losing my mind
Everything you proposed yourself to do with this game, you persevered and succeded in the end! Congrats!
I wish I was this succesful on my attempt on porting a PC translation of a game to its Switch version, but it's been 3 weeks since I started trying to do this and I'm almost losing my mind
It's Resident Evil 0 HD Remaster. I have all the textures translated and ready to use from PC, but I can't find a tool that can unswizzle and swizzle them back on Switch. Everything I find works with the same files on PC but they're encoded differently on Switch. And the same thing happens with audio since I tried to port a fandub project as well haha
It's Resident Evil 0 HD Remaster. I have all the textures translated and ready to use from PC, but I can't find a tool that can unswizzle and swizzle them back on Switch. Everything I find works with the same files on PC but they're encoded differently on Switch. And the same thing happens with audio since I tried to port a fandub project as well haha
It's a goddamn .tex file for textures that can't be extracted with its swizzle info. And the same thing happen with the encode info for the opus files the game uses on Nintendo Switch.
It's a goddamn .tex file for textures that can't be extracted with its swizzle info. And the same thing happen with the encode info for the opus files the game uses on Nintendo Switch.
Please tell me how to swap this vanilla file with the edited one I sent you! I really wanna know how to unswizzle and swizzle them!
Post automatically merged:
Dude, I'm almost a month looking for a way to achieve that and you come here and show it to me in seconds
I would really really appreciate if you can teach me how to do that! The closest to it I've been was opening this .tex file in raw texture cooker and texture finder. There, I got them swizzled and couldn't proceed any further
Please tell me how to swap this vanilla file with the edited one I sent you! I really wanna know how to unswizzle and swizzle them!
Post automatically merged:
Dude, I'm almost a month looking for a way to achieve that and you come here and show it to me in seconds
I would really really appreciate if you can teach me how to do that! The closest to it I've been was opening this .tex file in raw texture cooker and texture finder. There, I got them swizzled and couldn't proceed any further
I just use raw texture cooker to play around and unswizzle image. The Switch tex file has BC7, offset 0x18 and switch swizzle. The PC tex file has BC3, offset 0x24, no swizzled (of course).
I found someone asked the same question like you, to replace Switch texture with PC, you will need a tool called Noesis. Or you can programing a tool by yourself to re-swizzle the image since you already knew its offset, format, size, etc.,
I just use raw texture cooker to play around and unswizzle image. The Switch tex file has BC7, offset 0x18 and switch swizzle. The PC tex file has BC3, offset 0x24, no swizzled (of course).
I found someone asked the same question like, to replace Switch texture with PC, you will need a tool called Noesis. Or you can programing a tool by yourself to re-swizzle the image since you already knew its offset, format, size, etc.,
Dude, how?! I used this tool for hours and couldn't unswizzle anything!
I have noesis installed and could do nothing with it. It can't preview .tex files and not even export them. I use kuriimu2 to replace files, but it didn't work with those files. I really need a tutorial or something to use noesis then
If you can teach me I'll be eternally grateful
Post automatically merged:
Also, how did you get the offset, width info on the Switch textures?! I'm sorry about all those questions, but I almost lost my mind trying to find a way to extract those textures! It was like for almost a month now
Post automatically merged:
Seriously?! It can export the .dds image an specific texture file for almost all RE games, but RE0
It's Resident Evil 0 HD Remaster. I have all the textures translated and ready to use from PC, but I can't find a tool that can unswizzle and swizzle them back on Switch. Everything I find works with the same files on PC but they're encoded differently on Switch. And the same thing happens with audio since I tried to port a fandub project as well haha
Thank you!! I'm really excited that I'll finally be able to move forward with my port! Now I'm stuck again just waiting for more help
Post automatically merged:
Also, when I'm done with this I'll probably bother you asking for help with Detective Pikachu @tomx86
See how the 4th word in the title screen of the attached image reads "Configuraçöes"? It was supposed to read "Configurações". That must be kinda the same issue you ran into, right?
Thank you!! I'm really excited that I'll finally be able to move forward with my port! Now I'm stuck again just waiting for more help
Post automatically merged:
Also, when I'm done with this I'll probably bother you asking for help with Detective Pikachu @tomx86
See how the 4th word in the title screen of the attached image reads "Configuraçöes"? It was supposed to read "Configurações". That must be kinda the same issue you ran into, right?
Sorry for late response. Here is the .tex file I tried to mod for switch (already re-swizzling). Try it on your console to see if it work. I don't have that game so I'm unable to test.
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