ROM Hack [Release] MSBT Editor Reloaded

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Could you add support for copying string names when they are selected with CTRL+C?

Also, could you add an option to change the order strings are displayed in?
e.g.
* Alphabetical order (by string name)
* The order the string names are in the file
* The order the strings are in the file
* The string number that is displayed in the status bar (which I assume is based on some data in the file)
And a way to reverse the order (e.g. reverse alphabetical would start with Z)
 
Could you add support for copying string names when they are selected with CTRL+C?

Also, could you add an option to change the order strings are displayed in?
e.g.
* Alphabetical order (by string name)
* The order the string names are in the file
* The order the strings are in the file
* The string number that is displayed in the status bar (which I assume is based on some data in the file)
And a way to reverse the order (e.g. reverse alphabetical would start with Z)
I could certainly add label copying and the sorting features, but what is the benefit of them? How would it help you edit the files?
 
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Yeah, it is for documenting game text, Like caprathebest, mostly for TCRF.

In that case, an exporter would make more sense no? Do away with the copy and paste. Will a .csv be useful enough?
An exporter would be great, if the .csv had all the different IDs/numbers of the strings that I listed.
Built in copy and sorting features are fine too,
 
Yeah, it is for documenting game text, Like caprathebest, mostly for TCRF.

An exporter would be great, if the .csv had all the different IDs/numbers of the strings that I listed.
There aren't really any IDs to display other than the labels. Even so, exporting would be simple.

Built in copy and sorting features are fine too,
The way the labels are currently loaded doesn't work well with being sorted. I'd have to rewire that whole part. Exporting would be simpler.
 
Okay. If you do add exporting, could you make sure all of these are available?:
* A number based on the order the string names are in the file
* A number based on order the strings are in the file
* The same number that appears in the status bar
* The string name
* The subsection number

BTW: what is the number in the status bar based on?
 
Last edited by Hiccup,
BTW: what is the number in the status bar based on?
Each label has three values, 1 byte for label length (256 character max label length), the label, and then a four byte integer value for the string index that the label belongs to. It's based on that index, which just so happens to be the "order the strings are in the file".

While most of the labels seem to be in alphabetical order in the file.
 
Last edited by IcySon55,
Thanks for this! Would you be able to add big endian support? It should work with the Wii U msbt files afterwards. The byte order flag is at 0x8.
 
Thanks for this! Would you be able to add big endian support? It should work with the Wii U msbt files afterwards. The byte order flag is at 0x8.
If you look through the changelog, it already has Big Endian support. It should work if the MSBT files you're working with are the same format as all the ones I've supported. If you can't open the files, link me to an example file and which game it's from and I'll add support for it.
 
If you look through the changelog, it already has Big Endian support. It should work if the MSBT files you're working with are the same format as all the ones I've supported. If you can't open the files, link me to an example file and which game it's from and I'll add support for it.

Sure thing.
 
Okay. If you do add exporting, could you make sure all of these are available?:
* A number based on the order the string names are in the file
* A number based on order the strings are in the file
* The same number that appears in the status bar
* The string name
* The subsection number

Almost have this feature working, maybe... and it works!

The subsection number is not a real number. It's an abstraction on the individual string that I had to do because the strings are allowed to contain null bytes which won't render on any WinForms controls. To fully support MSBT editing, I would need to create my own Text Editing control with support for rendering control characters that the games are using. Something that not really anybody has time for.
 
Last edited by IcySon55,
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The files seem to be working properly in my current build. Which files specifically aren't working? I tested every file in the US_English directory in v0.8.3+ which only has minor changes not related to reading MSBT files.
 
[discussion of this issue is continuing in a PM]
----
I thought it might be helpful if I created a list of games that I believe to use MSBT:
Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
3DS
* Super Mario 3D Land
* New Super Mario Bros. 2
* Paper Mario: Sticker Star
* Super Smash Bros for Nintendo 3DS
* Mario Kart 7
* Nintendo eShop
* Mario & Luigi: Dream Team
* Mario & Luigi: Paper Jam
Wii U
* New Super Mario Bros. U / New Super Luigi U
* Splatoon
* Super Mario Maker
* Super Mario 3D World
* Kirby and the Rainbow Curse
* Super Smash Bros for Wii U
* Captain Toad: Treasure Tracker

----
If the format was similar enough, could you add support for BMG? I can supply the example files.
 
Last edited by Hiccup,
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If the format was similar enough, could you add support for BMG? I can supply the example files.
Depending on how similar the format is, it may or may not be possible. I'd have to write an interface between the two file types for the UI to use...
 
Last edited by IcySon55,
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