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Final Fantasy Forums => Tools => Topic started by: luksy on 2011-06-07 13:40:05

Title: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2011-06-07 13:40:05
(https://www.dropbox.com/s/v6ugt99lt451h5f/ts.png)

touphScript allows you to edit FFVII text using simple text files, hopefully this allows for faster editing and should be great for versioning / distribution if you like that kind of thing (and who doesn't).

Assuming nothing is missing it now supports every single line of text in the game:


Features:

Field and world windows are autosized as follows:

Window width is determined by the longest line (character names have a fixed width so some boxes are overpadded, name width can be forced with ini), window height is determined by the largest line count in between individual {NEW} tags, i.e.:
   
   {BARRETT}
   “Good luck {CLOUD}!
      If you make it, we'll follow you!”{NEW}
   “Whoa, I'll hold the PHS for you.
      It'll break if it gets wet.”
   
has 3 lines until the {NEW} tag, and then another 2, so the box height will be 3 lines.

Complete instructions in the readme!

For those of you who don't RTFM here's a quickstart:

extract files
BACKUP flevel.lgp, world_us.lgp, scene.bin, kernel.bin, kernel2.bin and ff7.exe
double click exe and press d [enter] to dump
edit text files
double click exe and press e [enter] to encode

1.3.0

Known Issues:

touphScript v1.3.1 (https://drive.google.com/file/d/0B3Kl04es5qkqRDJZclFVSU1hd2M/view)

touphScript v1.3.0 (https://www.dropbox.com/s/g2we948370uyk20/touphScript.7z?dl=0)

Source (https://www.dropbox.com/s/2647rlruolcsp7j/touphScript_1.3.0_source.7z?dl=0)
Title: Re: [WIP] [v0.1] touphScript - FFVII-PC text-based dialogue editor
Post by: DLPB on 2011-06-07 13:43:09
 8)  The Eagle has landed.
Title: Re: [WIP] [v0.1] touphScript - FFVII-PC text-based dialogue editor
Post by: luksy on 2011-06-09 05:00:06
Looks like I messed up on the comma spacing, will be fixed in the next version!
Title: Re: [WIP] [v0.1] touphScript - FFVII-PC text-based dialogue editor
Post by: DLPB on 2011-06-10 01:44:43
This is seriously impressive now :)  Will be even more impressive when autosize boxes is sorted out.

So far the new version I just tested is 1 exe that does all the work for you, and can remove all dupes too shrinking flevel by a meg or 2.  Editing with notepad and it reflecting only the files you have changed is great.

So simple.  I will use loveless only for tweaking now.
Title: Re: [WIP] [v0.2] touphScript - FFVII-PC text-based dialogue editor
Post by: luksy on 2011-06-10 02:15:21
v0.2 is up!

Next version: autosize (I promise!)
Title: Re: [WIP] [v0.3] touphScript - FFVII-PC text-based dialogue editor
Post by: luksy on 2011-06-12 09:11:38
Bump for v0.3, now includes autosize!

Next version should have tutorial repacking, and anything else I can think of.
Title: Re: [WIP] [v0.3] touphScript - FFVII-PC text-based dialogue editor
Post by: Armorvil on 2011-06-12 14:15:05
This is excellent. The perfect complement to Makou Reactor, since it doesn't edit dialog. Thank you ! ^^
Title: Re: [WIP] [v0.4] touphScript - FFVII-PC text-based dialogue editor
Post by: luksy on 2011-06-15 03:13:05
v0.4 is out, full charmap support (for translating into other languages).

v0.5 will have a fix for the offending autosized windows, a config file, and maybe a couple of other things.
Title: Re: [WIP] [v0.5] touphScript - FFVII-PC text-based dialogue editor
Post by: luksy on 2011-07-25 05:42:12
v0.5 is out!

Extra fixes included, check ini file; world text and tutorials are editable now. Also includes a simple notepad++ syntax highlighter.

Next version will fix orphaned dialogues (I promise!).
Title: Re: [WIP] [v0.5] touphScript - FFVII-PC text-based dialogue editor
Post by: StickySock on 2011-07-25 15:31:57
This is awesome! I have been waiting for something like this for a long time.
Title: Re: [WIP] [v0.5] touphScript - FFVII-PC text-based dialogue editor
Post by: Lazybones on 2011-07-27 05:46:07
First off, excellent tool.  Thank you for your time.

However, when I go to encode the text, it crashed as 9/705:  "FFVII text editor has stopped working."
(I noticed the dump is 702 files, while the encode is 705.)  I haven't renamed or deleted any of the text files.  I also haven't deleted any entries.
Is this simply due to a change in the number of letters in a given entry?

I'm using Windows 7 32 bit, if it matters.
Title: Re: [WIP] [v0.5] touphScript - FFVII-PC text-based dialogue editor
Post by: luksy on 2011-07-27 05:56:33
Try downloading it again, I've been fixing bugs since I released 0.5 (I know I should update version no. but I'm lazy  ;D ).

Make sure you're using a clean untouched flevel.lgp + world_us.lgp, copy them from the disc / iso into the field and wm folders, and redump the text.

If it still crashes pack the text files into an archive and post them here and I'll have a look.
Title: Re: [WIP] [v0.5] touphScript - FFVII-PC text-based dialogue editor
Post by: Lazybones on 2011-07-28 03:26:59
Sorry for the delay, I've been out all day.  I re-downloaded touphScript and re-copied the files from the CDs, and everything worked perfectly.

This is awesome.  I can finally edit the things that have been bothering me ("It moved!" when you fall into the church) and give Barrett and Cid actual curse words instead of the $%#@!.

Thank you very much for your time and effort on this.
Title: Re: [WIP] [v0.5] touphScript - FFVII-PC text-based dialogue editor
Post by: luksy on 2011-07-28 03:50:20
Ah ok, maybe the flevel had been modified by something else beforehand. If you come across anything else please post it, the more the merrier ;)
Title: Re: [WIP] [v0.5] touphScript - FFVII-PC text-based dialogue editor
Post by: DLPB on 2011-07-28 16:47:09
Just a note, the tutorials will not encode correctly if you alter them.  I will contact Luksy later and explain why and get it fixed :P

edit.  Now fixed.
Title: Re: [WIP] [v0.5] touphScript - FFVII-PC text-based dialogue editor
Post by: luksy on 2011-08-30 08:16:15
v0.6 released, nothing major on the surface, underneath it's all new-ish. Script patch next (last time I say this! ;D).
Title: Re: [WIP] [v0.7] touphScript - FFVII-PC text-based dialogue editor
Post by: luksy on 2011-09-06 06:37:42
v0.7 - window parameters can be specified in the text with the {X x}{Y y}{W w}{H h} tags.
Title: Re: [WIP] [v0.7] touphScript - FFVII-PC text-based dialogue editor
Post by: MJarcos on 2011-09-16 15:14:40
Hello luksy

Would be able to make your tool to extract and replace the texts of the EXE? I found the text of the menus there, and I would be doing a full translation.

The table I used is below

http://www.4shared.com/file/T9-dvvYj/testeff7_2.html

Thank you!

Sorry for my bad english = (
Title: Re: [WIP] [v0.7] touphScript - FFVII-PC text-based dialogue editor
Post by: Vgr on 2011-09-16 16:40:15
The texts are view-able in an hex-editor. If you need help to edit this, you can ask me. You'd have to wait for another program.

And your English is not bad at all. Where you from?
Title: Re: [WIP] [v0.7] touphScript - FFVII-PC text-based dialogue editor
Post by: MJarcos on 2011-09-16 17:08:18
I'm from Brazil...

Do you have any means of contact?

Thanks
Title: Re: [WIP] [v0.7] touphScript - FFVII-PC text-based dialogue editor
Post by: DLPB on 2011-09-16 18:10:59
This tool is not for the exe, it is for game dialogue.  I don't think he is supporting changing exe dialogue, but get a hex editor and do it yourself.  It is easy to edit the game manually.
Title: Re: [WIP] [v0.7] touphScript - FFVII-PC text-based dialogue editor
Post by: Vgr on 2011-09-16 18:51:56
Do you have any means of contact?

Guess you already know, since you added me to msn :P
Title: Re: [WIP] [v0.7] touphScript - FFVII-PC text-based dialogue editor
Post by: luksy on 2011-09-17 02:35:02
0.8 is out, it now automatically inserts missing windows so 99% of the text should be resizeable now.

This is quite close to being final I think, provided there are no bugs. I may add support for full tutorial editing, and possibly other ingame text too if I can be bothered  ::)
Title: Re: [WIP] [v0.8] touphScript - FFVII-PC text-based dialogue editor
Post by: DLPB on 2011-09-17 02:39:44
and as the best tester on earth I can testify that this has been testified to the best of testability.....

I hope.

There will probably be some form of bug we haven't found but the core of this is working and was an immense amount of work.  Well done Luksy!
Title: Re: [WIP] [v0.9] touphScript - FFVII-PC text-based dialogue editor
Post by: luksy on 2011-09-26 01:44:35
v0.9 is up, a few improvements here and there, and tutorials are fully scriptable, which I know you've all been waiting for :P, and if you have FFVII installed you can run touphScript from anywhere assuming the paths are correct.
Title: Re: [WIP] [v0.9] touphScript - FFVII-PC text-based dialogue editor
Post by: DLPB on 2011-09-28 15:06:51
Luksy has added support for Kernel,kernel2 and scene.bin (including AI text) text editing.  Seems to work 100% so far so that's a very good release when it arrives here!  Next is FF7.exe.

To sum this up, touphScript is the ultimate game text editor, soon capable of editing almost all of the games text and allowing a distributor of a mod to make sure that edits to text will not mean having to ship entire files which end up conflicting with other peoples mods.

This is a godly tool.
Title: Re: [WIP] [v0.9] touphScript - FFVII-PC text-based dialogue editor
Post by: Vgr on 2011-09-28 19:50:53
If DLPB says so... then it is ;D

And yes, it seems like it's good as hell! ^^
Title: Re: [WIP] [v0.9.5] touphScript - FFVII-PC text editor
Post by: luksy on 2011-09-29 02:56:59
Ok as Dan said it now supports scene.bin and kernel2.bin, I'll get to work on exe text for a 1.0 release!
Title: Re: [WIP] [v0.9.5] touphScript - FFVII-PC text editor
Post by: NFITC1 on 2011-09-29 19:07:18
What part of the scene.bin text are you editing? There are only enemy names, action names, and AI text to modify and AI text would be more complicated than just inserting text.
Title: Re: [WIP] [v0.9.5] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-09-29 19:16:42
The AI text is being done via a search for opcode 93.  naturally if someone has added text to scenes, it won;t replace the correct text unless the person chooses to decode and then make sure the text file is altered ready for encoding properly, but other than that it is perfect.  Download it and try.  Also.. apparently there is some unused "formation" data.

tS edits ALL text in scene bin , kernel2.bin, world map, field, tutorial, and soon ff7.exe

Can you also confirm that "Ex-Soldier" is the only text in kernel.bin?
Title: Re: [WIP] [v0.9.5] touphScript - FFVII-PC text editor
Post by: Vgr on 2011-09-29 19:32:01
Actually, isn't it in the kernel2? I think so, although I cannot check right now.
Title: Re: [WIP] [v0.9.5] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-09-29 19:45:10
No.  It isn't :P  believe me, I know.
Title: Re: [WIP] [v0.9.5] touphScript - FFVII-PC text editor
Post by: NFITC1 on 2011-09-29 21:35:15
The AI text is being done via a search for opcode 93.  naturally if someone has added text to scenes, it won;t replace the correct text unless the person chooses to decode and then make sure the text file is altered ready for encoding properly, but other than that it is perfect.  Download it and try.

I don't have time to try, but this doesn't sound safe. If the text length is altered then all the AI jumps would be off. If you increase it then you'd have to re-write all the headers for the enemy AI. If shorten it then you could fill the empty space with NULL value which would be considered as NOPs.

Also.. apparently there is some unused "formation" data.
Can you elaborate on that a little?

tS edits ALL text in scene bin , kernel2.bin, world map, field, tutorial, and soon ff7.exe

Can you also confirm that "Ex-Soldier" is the only text in kernel.bin?

The relevant "Ex-SOLDIER" is in the ff7.exe. Look at Aerith's info. In the KERNEL.BIN her initial name is listed as "Aerith", but when you go to name her she defaults as "Aeris". That text only exists in ff7.exe. That's where initial names come from. You can change those names to anything and it wouldn't alter the names.
Actually, that's not entirely true. The names in KERNEL.BIN are the first names, but when you get to the "enter a name" screen, it defaults to the names in ff7.exe. If you have a piece of dialog that references character 4's name before you get to name her, it will read "Aerith".
Title: Re: [WIP] [v0.9.5] touphScript - FFVII-PC text editor
Post by: Vgr on 2011-09-29 21:52:27
Would be better if tS could edit the whole AI in the scene.bin because that way it'd be safer IMO.

256 scenes * 3 enemies per scene (would be good to dump even if it's empty, to be able to fill) and I'm not sure if independant files or only a file per enemy will be good. I mean, it brings the amount of files for scene.bin to 768 and if we split it in 16 files per enemy it'd be 768*16 which is insanely big. The final word is not mine, however ;D
Title: Re: [WIP] [v0.9.5] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-09-29 22:13:31
Quote
Can you elaborate on that a little?

No, but Luksy can :P

Quote
The relevant "Ex-SOLDIER" is in the ff7.exe.

The one the game uses is from the kernel is it not?  I was sure the exe one was unused?  There is a dupe in file 3 or 4 of kernel.  When I edit the text inside wallmarket it changes in game.  Surely you don't edit the exe?  Ex Soldier never gets to a name screen.

as for the AI I am pretty sure luksy has altered all the headers and pointers as well.  You would have to take it up with him though, he knows what he is doin and i don't  ;D  He definitely does edit headers and pointers though, I mean, he has just written a program that alters script in flevel too...  he is pretty competent.

edit:  the one in exe is definitely unused.  The game must take it from that file in kernel.bin.  I edited exe and it changed nothing, I edited kernel with wallmarket and it did.
Title: Re: [WIP] [v0.9.5] touphScript - FFVII-PC text editor
Post by: luksy on 2011-09-30 00:32:14
NFITC1 you're absolutely right about the jumps, I hadn't considered that. Luckily it's exactly the same issue when messing around with the field script and I've already solved it, I'll update the app now, thanks again.

Quote
Quote
Also.. apparently there is some unused "formation" data.
Can you elaborate on that a little?

I didn't explain myself to Dan properly, as you will certainly know each scene has 4 formation AI scripts and 3 enemy AI scripts; although the vanilla game does not use text in the formation scripts, it's technically possible to insert text, so I check formation AI too just in case.
Title: Re: [WIP] [v0.9.5] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-09-30 00:53:28
Just small update, the data in the exe seems to be identical to that found in file 4 of kernel.bin , except kernel.bin is used and the exe isnt.  At least this is true for offset 10h (Ex-SOLDIER) and 3ACh (Sephiroth).
Title: Re: [WIP] [v0.9.5] touphScript - FFVII-PC text editor
Post by: NFITC1 on 2011-09-30 02:43:58
Ex Soldier never gets to a name screen.

That's right, it's used BEFORE the name screen. That's what I meant. I probably composed that sentence out of order. After you defeat the two guards Cloud gets named so you only see the text "Ex-SOLDIER" in that one battle. After that, the game takes the name "Cloud" from the exe and uses THAT name to use as the default text for the name screen. There are several repeats of the string "Cloud" in the exe. I'm not sure which one is used.
Title: Re: [WIP] [v0.9.5] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-09-30 02:44:48
I am: 

http://dl.dropbox.com/u/36889302/FF7/FF7exeInfo.xls

 :evil:
Title: Re: [WIP] [v0.9.5] touphScript - FFVII-PC text editor
Post by: luksy on 2011-09-30 08:11:56
Would be better if tS could edit the whole AI in the scene.bin because that way it'd be safer IMO.

I don't really want to start bloating the files any further, my original idea was a simple text editor that anyone can use. The only place I have considered anything other than text is in the tutorials because it was trivial to dump the entire file to text including ops.

It's actually safer as it is now, as manually recalculating jumps can get very ugly, very fast.
Title: Re: [WIP] [v0.9.6] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-09-30 18:27:31
Gemini put me straight... I forgot...  Sephiroth text from kernel.bin is loaded on new game to ram and is then saved when you save a game... so unless you start a game again or alter the save file, you will never see the change.
Title: Re: [WIP] [v0.9.8] touphScript - FFVII-PC text editor
Post by: luksy on 2011-10-01 00:36:00
v0.9.8

Ok that should be it, unless there are bugs, so if you come accross something odd please let me know! When enough people have tested and confirmed working I'll promote it to 1.0.
Title: Re: [WIP] [v0.9.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-10-01 00:39:47
This now supports editing:

All text in FF7.exe
All text in Scene.bin
All text in kernel.bin
All text in kernel2.bin
All dialogue in Flevel.lgp including tutorials.  All non used text is edited out.
All dialogue in World_us.lgp (ev files and mes) for World dialogue.

Also supports scripting of Tutorials, my and kranmer's menu overhaul (see the ini and readme). It can automatically size dialogue windows and removes unused text entries.  It also fixes broken windows from original game.

A monumental effort, and imho the best single translation tool available.  Can be used from Command line.
Title: Re: [WIP] [v0.9.8] touphScript - FFVII-PC text editor
Post by: NFITC1 on 2011-10-01 21:30:27
While we're talking about AI, are you looking at the player characters' AI in the KERNEL.BIN and the formation AI in the scene.bin? Just wondering. Also, you should think about checking for the A0 opcode since that's the debug text line. That uses standard ASCII values and not the FF7 font, though.
Title: Re: [WIP] [v0.9.8] touphScript - FFVII-PC text editor
Post by: Vgr on 2011-10-01 21:31:13
No and no.
Title: Re: [WIP] [v0.9.8] touphScript - FFVII-PC text editor
Post by: luksy on 2011-10-01 23:44:22
While we're talking about AI, are you looking at the player characters' AI in the KERNEL.BIN and the formation AI in the scene.bin? Just wondering. Also, you should think about checking for the A0 opcode since that's the debug text line. That uses standard ASCII values and not the FF7 font, though.

I'm checking formation AI for text just in case, not checking character AI - should I be? I check for 0xA0 but only to skip over it otherwise I wouldn't be able to read scripts that use it, don't think many people are interested in modifying debug text  :D
Title: Re: [WIP] [v0.9.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-10-02 01:13:05
Just a small note.  I think luksy wants to add "script fixes" elsewhere, but so far there are 3 main ones:

1.  bridge scene in mtcrl_9 (text removed in PC, you have to place text back which we can fix anyway with this tool).  Thanks for this to myst6re.

There is one, easy to unlock, at mtcrl_9, border_2 location is disabled due to the first action in the script 0 (main). In fact, the location is cleared all the time. Remove "Clear the location" action, and voila!
http://youtu.be/5gBT0Y8fwhU

2. Barrett scene at Gongaga.  I forget who told me this one but I also told myst6re of it.

    Barret is on current party
    GameMoment < 638
    “A ruined reactor.” text was triggered in gongaga
    You spoke with at least one villager about the reactor accident.
    the fifth bit in var[3][129] is 0

The problem is that the last condition does not happen, the fifth bit is set to 1 at the beginning of the game (chrin_2 > init > S0 - main). Why? I don't know, this may be needed. After all, both fields (chrin_2 & gonjun1) are produced by the same author (Keisuke).

delete the set bit action at chrin_2 > init > S0 - main

3.  Temple of the Ancients original minigame (present in original Japanese game).  I was going to look into it, but Shademp found out its very simple to fix.  A var is set deliberately that is supposed to be set only when you fall down in the clock room 3 times. 

So just remove "Set the 1 bit to 1 in Var[3][239]" in  kuro_4 -> produce -> S0 Init. The text has been translated already but until now, never used.

People always say that this original minigame is too hard... I didn't think so.  It was pretty easy.  If you fall down the clock room 3 times the minigame switches to the easier version.
Title: Re: [WIP] [v0.9.9] touphScript - FFVII-PC text editor
Post by: luksy on 2011-10-10 10:48:22
Minor update with some text files renamed for easy access, and a feature that should be useful for text mods that allows individual entries to be ignored.
Title: Re: [WIP] [v0.9.9.1] touphScript - FFVII-PC text editor
Post by: luksy on 2011-10-20 04:20:06
Bugfixes for a couple of things that popped up when using with Aeris revival mod and hardcore mod, as Dan said in the menu mod thread touphScript will probably crash when using hardcore mod due to a bug in las2_3

I could add a check for similar errors and log instead, but logging errors can go unnoticed; at least if touphScript crashes it's pretty obvious, although annoying I'm sure, and also may suggest that there is something fatally wrong with the game code as in this case. I'll think about ways to make these kind of errors more obvious for a future release.
Title: Re: [WIP] [v0.9.9.2] touphScript - FFVII-PC text editor
Post by: luksy on 2011-10-21 03:13:10
Quick 'n' dirty bugfix for the hardcore mod issue, it shouldn't crash now.
Title: Re: [WIP] [v0.9.9.2] touphScript - FFVII-PC text editor
Post by: Dark_Ansem on 2011-10-22 13:00:42
this is a great tool.
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: luksy on 2011-10-22 23:51:50
Another bugfix, won't crash anymore when encoding text files with more entries than the respective field file.
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-10-30 00:32:51
http://dl.dropbox.com/u/36889302/FF7/Japanese%20Table.zip

This is the complete Japanese font at 4X size, found from Window.bin.

There are 1071 Kanji in the game, which is correct as there are also 1071 corresponding entries in the character spacing table also found in window.bin.

The gana and kana are also here.  I am not sure how feasible it is to add japanese support but anyway, this is for anyone who needs it.
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: sithlord48 on 2011-10-30 14:16:59
since i just added japanese support myself. maybe he can do so in a similar way. please see
globals.cpp (http://blackchocobo.svn.sourceforge.net/viewvc/blackchocobo/trunk/globals.cpp?revision=568&view=markup) starting at line 564. its pretty ez if your using utf8 chars.
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: MJarcos on 2011-10-30 14:38:21
Hello Luksy and DLPB

Do you have any idea where this may be part of the texts?

(http://img683.imageshack.us/img683/1483/menubattle.th.png) (http://imageshack.us/photo/my-images/683/menubattle.png/)

Attack
Magic
Item

First, I thought it would be in the EXE. but was not there, I doubt that is in the files of the dialogues, not looked at the Kernel's and do not think it's graphic...

Sorry if this question has been answered, but found nothing related to them...

Before coming to ask me, I looked in Qhimm wiki, but found nothing...
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-10-30 16:04:24
It is in 0_kernel2.bin.txt, see the dumped text files.  They are all in kernel2. 

@sith He has already added japanese and PSX dumping support, I think :P  I believe he used Makou reactor's documentation.

Also, luksy seems to have uploaded 0.9.9.3.7 which fixes the world map dialogue bug.
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: MJarcos on 2011-10-30 16:19:35
Thanks man! Sorry for the inconvenience, but taking advantage of:

Do you plan to move in Window.bin?

Thanks! :D
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-10-30 16:24:07
I am not the author, but I do believe window.bin character spacing values are being added... or at least, reading it is being added.
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: Milo Leonhart on 2011-10-30 18:12:16
I'm french and i try to translate in french and apparently the character like à,é,è etc. does not appear in the game ?
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-10-30 18:42:13
The font I made with menu reconstruction does not support those letters, you are free to make your own font.

Luksy's program DOES support those letters so your query is not a TS issue.
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: Milo Leonhart on 2011-10-30 18:54:12
The font I made with menu reconstruction does not support those letters, you are free to make your own font.

Luksy's program DOES support those letters so your query is not a TS issue.

Okay, thanks! Can you give me the name of the font you've used ?
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-10-30 19:28:48
I used helvetica world.  If you wait until tomorrow I will upload my adobe files for you.
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: Milo Leonhart on 2011-10-30 19:31:33
Oh cool it's great, i'm waiting then... thanks!
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-10-30 19:47:53
Just promise to do a decent job...  the only bad thing is that felix has already completed my font in new colours, so you would have to go plain or make your own gradient version.
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: Milo Leonhart on 2011-10-30 20:54:56
Ok it's not a problem, but can you tell me how or giveme a link to a tutorial to make my own font ?
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-10-30 20:58:19
I can't, it really is as simple as knowing how to add letters in adobe...  its very simple if you do it right.

If you can't do it, someone else will have to :)
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: Milo Leonhart on 2011-10-30 21:04:21
Oh ok, so i'll try :) thanks again!
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: Caledor on 2011-10-31 00:01:45
Thanks a lot for the adobes DLPB, until now I had problems like milo to edit the fonts, since I was adding all the "à" "è" "ò" ecc through copy-paste in paint.net, you know...
But even like that it seems it's pointless 'cause the added character overlap like if there is no value for spacing set for them (is that stored in window.bin?) or whatever. Do you have any data about this thing that you used in your menu mod, like the ones you gave us about the exe? Or is it already planned to be fixed in near future?

Anyway, I'm taking this chance to thank you for all the work you shared with us, the menu overhaul mod, all the info about the exe and the advice to use Cheat Engine. They helped a lot even to someone that had to start learning from zero like me.  ;D
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-10-31 00:49:51
0099ddaf is roughly where the table starts in memory, it is pulled from window.bin that I had to manually edit.  You have to manually edit the character widths.  If luksy makes it editable in a notepad, it would be easier for you but that's what you need to do.  The font needs to be properly done, so whoever uses my adobe font needs to be competent.  I will not be doing a running commentary.  Got way too many things to do and I do not care for any languages other than English :)
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: Caledor on 2011-10-31 23:24:56
0099ddaf is roughly where the table starts in memory, it is pulled from window.bin that I had to manually edit.  You have to manually edit the character widths.

I found everything in memory and i managed to edit window.bin3 but when it comes to recompress it back, every program i found on this forum can't seem to do it the right way. I tried ff7dec.exe gzip.exe gunzip.exe gzip96.exe but nothing happened.
I'm truly sorry to bother you again but can you please tell me what you used for compress/decompress window.bin?
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-10-31 23:35:28
I used ff7dec to decode and a hex editor.  You have to use ff7dec to zip the 3rd file then place that file into window.bin with a hex editor.

Window.bin is just a container for 3 gzips.  It is NOT a single gzip file.

This is not the correct thread for this, We should get back to ontopic discussion here now.
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: MJarcos on 2011-11-20 15:14:45
Hey guys! I have a riddle for you: P

0_scene.bin.txt

This file holds all the files where the names of the attacks: Machine Gun, Beat Rush, etc.. I discovered that the translation of FF7 PSX, the names were not translated because they edit it anyway error gave the game AI and some attacks did not happen

According to the guys who translated:

http://www.romhacking.trd.br/index.php?topic=3193.msg74095#msg74095

Every time (and even many were) trying to edit it cause some kind of error, the last (even after identifying the whole file) could lead to an error of AI enemies (not used a few hits).

I've Identified all, are several blocks with these pointers and seemingly all right back even after review. I could not solve the problem, it may be some code in the AI file that needs to be linked / updated.


http://www.romhacking.trd.br/index.php?topic=3193.msg74109#msg74109

Is there any chance you find a solution to this problem?

Thank you very much!

Obs: My English was very bad now!
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-11-20 15:17:09
If this is an error with touphScript then yes, if it isn't, then no.  Does touphScript make an error?  If it doesn't, your query has no place here.  There have been a lot of people sending in broken exe and broken scenes that have nothing whatsoever to do with touphScript.
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: MJarcos on 2011-11-20 17:18:51
Where I said that the program was a mistake? I said nothing

If you use anything related to translation, will cause this error.

My question is intended to warn about this problem and further improve the progam because this is something that really disrupts the lives of anyone who is moving deep into the game...

The program is very good and meets my needs, the idea was to TRY to fix this error

Do not get me wrong...
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-11-20 18:54:30
I do not understand what the problem is? Maybe it is because you are not a native English speaker.  I can't understand where your problem lies...  or if it even is a problem with tS.

Someone who speaks Spanish and English fluently can maybe elaborate?>
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: Caledor on 2011-11-20 20:41:29
I know this might seem a very stupid question... but i can't manage to compile this program under windows 7... what should I use?
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: luksy on 2011-11-20 22:30:57
MJarcos: please send me the affected scene.bin, kernel.bin and scene.bin.txt

Dei92: I used mingw, you'll have to mess around with the makefile if you want to use something like VS
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: Caledor on 2011-11-21 14:59:53
Thanks a lot luksy, I managed to do it somehow. One curious thing is that my exe is more than 1,5 Mb bigger than yours but I honestly don't care a lot as long as it works  :P
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-11-21 15:47:57
Luksy used upx to shrink the exe.
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: Caledor on 2011-11-21 16:10:18
Understood, i'll try that too. Thanks ;)
Title: Re: [WIP] [v0.9.9.3] touphScript - FFVII-PC text editor
Post by: luksy on 2011-11-21 22:23:15
If you use the makefile the "release" switch will automatically strip and compress the exe, assuming UPX is installed.
Title: Re: [v1.0] touphScript - FFVII-PC text editor
Post by: luksy on 2011-12-15 06:59:13
A tentative 1.0 release is out! Interesting new options are unused script deletion and dumping of all window parameters, together this means that only the text that can appear ingame is dumped, and all windows should be resizeable. Keep in mind this may still not be ready for primetime, only time will tell, please let me know of any issues.

As the text files are largely incompatible with previous versions,

do not use text dumped from previous versions
Title: Re: [v1.1] touphScript - FFVII-PC text editor
Post by: luksy on 2011-12-22 04:08:58
update to 1.1, params are changed again but these are final, fixes for numeric displays, as with 1.0, don't use previous text files, make sure you start with clean files copied from the original disks. This is pretty much final and the only major changes from now on will be bugfixes.
Title: Re: [v1.1] touphScript - FFVII-PC text editor
Post by: DLPB on 2011-12-22 04:45:14
So comes to an end weeks of hard slog :)  8-)
Title: Re: [v1.1.4] touphScript - FFVII-PC text editor
Post by: luksy on 2011-12-30 14:38:38
Small bugfix, I overlooked the fact that you can't actually add text to fields anymore, so the option's been dropped.

edit: updated to 1.1.2, couple of issues fixed.

edit: updated to 1.1.3, bugfix for deleted scripts

edit: updated to 1.1.4, long jump opcodes fixed.
Title: Re: [v1.1.4] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-01-10 13:13:27
bwhahahaha  I haven't finished with bug reports just yet ;)  I am sure there be a few more minor after our latest.

But this is definitely looking like the completed article now.  Great work.  8-)
Title: Re: [v1.1.5] touphScript - FFVII-PC text editor
Post by: luksy on 2012-01-11 02:37:30
Damn you!!

1.1.5, another two bugfixes.

edit: 1.2 is up, new script patching options to fix bugs and unlock extra dialogues / cutscenes, so far the following are available:


Many thanks to Shademp & DLPB for these.

As a safety measure, each field script is compared against a hash, so these patches will only work on original, untouched scripts.
Title: Re: [v1.2] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-01-22 16:55:09
Script error:

lastmap
18: MESS
script 6
byte 43

If Var[6][6] < 120 (else jump to byte 56)

That gives the FMV more time to fully complete and ends at correct time.  originally it chops the end off.
Title: Re: [v1.2.1] touphScript - FFVII-PC text editor
Post by: luksy on 2012-01-23 01:09:04
1.2.1 has a couple new script mods, that one and the tv text switch in min51_1, plus longer vals for some text in exe I forgot to update :P
Title: Re: [v1.2.1] touphScript - FFVII-PC text editor
Post by: sylandro on 2012-01-29 01:18:38
Hi, I'm using this program to dump the whole spanish ff7 texts but I encounter a problem while dumping flevel.lgp:

touphScript v1.2.1 --- a FFVII text editor

(d)ump or (e)ncode?
d
Dumping flevel.lgp
586Fatal error: std::bad_alloc

I know from this topic that this has been achieved before without problems, but apparently with an older version:
http://forums.qhimm.com/index.php?topic=12530.0

Any ideas as to why this might be happening? I'm using a clean installation of ff7 spanish, with the files renamed to their us counterparts to use the utility. I have the script patches disabled on the ini file.
Title: Re: [v1.2.1] touphScript - FFVII-PC text editor
Post by: luksy on 2012-01-29 01:25:44
Try uploading your flevel somewhere so I can have a look.
Title: Re: [v1.2.1] touphScript - FFVII-PC text editor
Post by: sylandro on 2012-01-29 08:05:34
Here it is luksy, I uploaded it here: http://www.mediafire.com/?37g7c637lanvx53
Title: Re: [v1.2.2] touphScript - FFVII-PC text editor
Post by: luksy on 2012-01-29 09:30:12
The first AKAO pointer is off by 1 byte in loslake2, are you 100% sure this is the original file? If so I can add a patch for it.

edit: Ok I've uploaded 1.2.2 that fixes the files, blue_1 also had exactly the same issue, note that the patch will only work if loslake2 and blue_1 are the original versions, as soon as you have edited them once with ts the patch will not apply any more, so you'll have to start with an original flevel.
Title: Re: [v1.2.2] touphScript - FFVII-PC text editor
Post by: sylandro on 2012-01-30 00:22:34
Yes, I copied the file directly from my installation dir. The Modified Date attribute even says 1998, so it's definitely the original sfield.lgp

I tried the new version and it works like a charm. One really minor thing though, you forgot to comment this line in the .ini after you finished testing  ;D:

# Override paths
flevel = .\flevel.lgp

BTW, I can upload the unmodified dumps from the spanish version if someone wants them, I know they could be valuable for the community.
Title: Re: [v1.2.2] touphScript - FFVII-PC text editor
Post by: luksy on 2012-01-30 00:38:38
Durr thanks, I'll make sure to fix it. As for the files I believe Pitbrat and UGerstl will be handling those so I think it's ok for now, thanks!
Title: Re: [v1.2.2] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-01-30 00:48:34

I tried the new version and it works like a charm.

Get used to that where luksy is concerned.  8)  ts is an impressive little number.
Title: Re: [v1.2.2] touphScript - FFVII-PC text editor
Post by: sylandro on 2012-01-30 03:12:01
Two things...

First, when I tried to insert the text I extracted from the spanish version into the (untouched) us version I got the following errors:

Code: [Select]
Error in blin62_2: Incorrect number of entries: 21/22
Error in rcktin5: Incorrect number of entries: 97/96
Error in las3_2: Incorrect number of entries: 7/6
Error in las3_3: Incorrect number of entries: 8/7
Couldn't encode scene: Incorrect number of entries

When I opened blin62_2 I noticed that there was an additional dialog that wasn't on the spanish version (oddly, some dialogs are in english even in the spanish version). This didn't make sense to me since there should be a 1:1 match in the used scripts...

I proceeded to dump the text without stripping unused text and now I get the following error:

Code: [Select]
touphScript v1.2.2 --- a FFVII text editor

(d)ump or (e)ncode?
d
Dumping flevel.lgp
387Fatal error: vector::_M_range_check

I know, the foreign versions are a headache :/
Title: Re: [v1.2.4] touphScript - FFVII-PC text editor
Post by: luksy on 2012-01-30 03:41:20
Yeah don't worry I'm on it, I fixed rcktin5 because by pure chance the delimiter (-------) actually appears in the Spanish text

{CID}
“¡¡MALDI-------------CION!!”

As for the others it looks like the Spanish script doesn't reference some of the text, for instance:

blin62_2
------------------------------
16   Modern history of
{CHOICE}Midgar space program vol. 1

I'll have a closer look at the others when I have a moment.

Ninja edit: the text section in Spanish shpin_22 is completely borked, it' s been overwritten by part of another file, I should be able to fix it.

Another edit:

las3_2's problem is that for some reason the English version doesn't check to see if your Materia list is full before adding Magic Counter to your inventory...i.e. the Spanish version is correct! I may be able to fix the English version but for now you'll need to delete the following entry from spanish if you want it to encode


No puedes aceptar más Materia.
Por favor, descarta algo de Materia.
------------------------------

las3_3 has exactly the same issue for Mega All

So to recap:

blin62_2: add the extra English entry (the reason they are in English even in the Spanish version is because of the mayor's quiz & lazy programmers not wanting to change the script).

las3_2 & 3: delete the extra Materia text

rcktin5: I've fixed it

file 387 i.e. shpin_22: fixed by me too. I'll upload shortly.

I'll check scene in a minute.

ok to get Spanish scene to work with English scene you need to delete the line "ÜÉ ËÄÍ." along with an extra newline in file #4, i.e. the text "# File 5" needs to start on line 210; it should then work.

uploaded 1.2.3, see if it works!

------------------
edit:
1.2.4 is up, it should now work with all language versions.

If you want to insert other languages into the English version, the  following caveats apply:

All field file operations refer to files from stripped fields.

All languages:
   Delete line "ÜÉ ËÄÍ." + 1 newline at the end of file 4 in scene.bin.txt

All except Italian:
   Delete too many materia warning text in las3_2 & last3_3
   
   add new text entry to psdun_2 if using script patch option:
   
Quote
{AERIS}
   “{CLOUD}!
   “{CLOUD}!
      If we continue this way,
      we'll get farther and
      farther away from Kalm.”

   same for elminn_1
   
Quote
{BARRET}
   “As long as we got {PURPLE}[PHS]{WHITE},
      we can always reach each other.
      Use it if something happens.”
      
      
Spanish -> English
   Add extra entry in blin62_2
   
   
Quote
16   Modern history of
   {CHOICE}Midgar space program vol. 1
   ------------------------------

German -> English
   delete entry in blin 62_2
   
   
Quote
4   Midgar crime white paper
   ------------------------------
   
   Delete empty entry in life and life2
   

German, French & Italian exes will not work with touphScript.
Title: Re: [v1.2.4] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-01-31 01:12:01
Having fun?  :evil:
Title: Re: [v1.2.4] touphScript - FFVII-PC text editor
Post by: sylandro on 2012-01-31 05:12:37
Excellent job luksy! Thanks to the new version, I managed to transfer the full spanish script to the english version.

Here's some screenshots of the accomplishment:

ff7.exe:
(https://lh3.googleusercontent.com/-ZL6IDHe1vrs/TydxSeKKjRI/AAAAAAAAAIQ/484nM0FQCSA/s640/SpToEn-Exe.PNG)

scene.bin & kernel2.bin:
(https://lh6.googleusercontent.com/-aZa6DZpOdP0/Tyd4DmGcQ3I/AAAAAAAAAIc/xYtrt4QX_E0/s640/SpToEn-SceneKernel.PNG)

field.lgp:
(https://lh4.googleusercontent.com/-3ZmrjjjI3gA/TyeFgXkL4HI/AAAAAAAAAIs/vx8YWa3i_tg/s640/SpToEn-Field.PNG)

world_us.lgp:
(https://lh3.googleusercontent.com/-QU1kB1CjG_4/TyeFMlexgeI/AAAAAAAAAIk/81dX7-RnISQ/s640/SpToEn-World.PNG)

Now I only have to patiently wait for DLPB's M005...
Title: Re: [v1.2.4] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-01-31 05:26:39
Whoever translated that should have used the translation version of the menu overhaul because that one allows for longer strings...  then again, might still go out.  Simply wasnt designed for anything other than english.
Title: Re: [v1.2.4] touphScript - FFVII-PC text editor
Post by: sylandro on 2012-01-31 05:29:49
What do you mean? I used menu overhaul version M004d and this is what happens, am I missing something?
Title: Re: [v1.2.4] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-01-31 05:32:33
your words are leaving the boxes...  you need to find a way to keep them inside for it to look better.  I guess selecting my translation option gives you more room, then add on your own translation after that.
Title: Re: [v1.2.4] touphScript - FFVII-PC text editor
Post by: sylandro on 2012-01-31 06:00:53
If you mean the retranslation option, most texts still overlap the window size (the window boxes adjust better but some spanish strings are even larger). I've seen the files to hack the window sizes and might do it myself in the future, but first I plan to patch the spanish translation (most of those long strings are mistranslations btw), just as an experiment.

What I'm eagerly awaiting for is the new release of menu overhaul with the expanded adobe sheet and tilde support ;D
Title: Re: [v1.2.5] touphScript - FFVII-PC text editor
Post by: luksy on 2012-01-31 06:02:55
bug in 1.2.4 for kernel2, 1.2.5 should fix it...oops! :-D
Title: Re: [v1.2.5] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-01-31 06:16:11
That will be arriving soon...  im sorry about the windows...  id say best bet is to abbreviate the words.
Title: Re: [v1.2.5] touphScript - FFVII-PC text editor
Post by: sylandro on 2012-02-05 18:30:08
Hi luksy,

I've encountered a few issues while editing Kernel2.bin on tS 1.2.5:

First is that the description text for the Chocobracelet becomes corrupted whenever I patch it with tS (even if it's a first time) :
(https://lh3.googleusercontent.com/-1R-GWWjDx-0/Ty7WotjutAI/AAAAAAAAAI8/RbyBYwsYg3w/s640/Kernel2-Issue1.PNG)

Second, if I run touphScript more than once to edit kernel2, all the equipment descriptions mess up:
(https://lh6.googleusercontent.com/-WCOEY7sqod8/Ty7XLNXHg3I/AAAAAAAAAJE/Mrq2S6la0x4/s640/Kernel2-Issue2.PNG)

EDIT: The descriptions are messed up even on the first edit. The descriptions of the equipment with text are carried over to the ones that do not have it.
(https://lh4.googleusercontent.com/-C4oyG74jk70/Ty7ZuFHJ8gI/AAAAAAAAAJQ/hFZ85zYUsWU/s640/Kernel2-Issue3.PNG)
Title: Re: [v1.2.6] touphScript - FFVII-PC text editor
Post by: luksy on 2012-02-06 00:40:06
Thanks for that, when I added in the fix for the Italian kernel2 it messed up empty entries, 1.2.6 should fix it!
Title: Re: [v1.2.6] touphScript - FFVII-PC text editor
Post by: sylandro on 2012-03-26 01:22:21
Hi,

I don't know if this is within touphScript's scope, but is it supposed to rebuild the index of the Item menu? If I change the names of the items in kernel2.bin and then use the "Sort alphabetically" option in the Item menu, the items retain their original order before I applied the changes.

For example:
1/32 Soldier -> Soldado 1/32
Zeio Nut -> Nuez Zeio

After sorting alphabetically:
1. Soldado 1/32
2. Nuez Zeio

Should be:
1. Nuez Zeio
2. Soldado 1/32

If not, then can you tell me which tool can help me do this?
Title: Re: [v1.2.6] touphScript - FFVII-PC text editor
Post by: luksy on 2012-03-26 01:36:20
Oops I was going to work on that, completely forgot  ;D
Come back in a few days.
Title: Re: [v1.2.6] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-03-26 02:02:07
Hi,

I don't know if this is within touphScript's scope,

It is :P  I needed it also because before, Luksy created a small indexing program after I and dziugo worked out the place /working of the index system, in FF7.exe.
Title: Re: [v1.2.7] touphScript - FFVII-PC text editor
Post by: luksy on 2012-03-27 00:54:19
1.2.7 adds support for the item ordering table, DLPB tested it so if it doesn't work it's his fault not mine :D
Title: Re: [v1.2.7] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-03-27 03:10:19
 8)  I have no fear.
Title: Re: [v1.2.7] touphScript - FFVII-PC text editor
Post by: Caledor on 2012-03-27 11:30:04
The download link for the source code doesn't seem to work.
Anyway, is this version updated in order to match DLPB's 005? I mean... regarding the windows autosize option with all the new characters added in the overhaul project.
Title: Re: [v1.2.7] touphScript - FFVII-PC text editor
Post by: luksy on 2012-03-27 11:59:29
Fixed the link. Autosize has been a part of the program for quite a while, as were the special chars, I'm not sure what you mean.
Title: Re: [v1.2.7] touphScript - FFVII-PC text editor
Post by: Caledor on 2012-03-27 12:29:14
Don't worry, I can look for myself with the source code link fixed.  :wink:
Thanks


A small issue. I tried dumping from an untouched english flevel.lgp using the text strip option. The problem is that when I encode, even without having edited anything, I get a lot of "Error in xx: Incorrect number of entries: yy/zz" in the log.
Title: Re: [v1.2.7] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-03-29 05:01:10
Place up the log :)
Title: Re: [v1.2.7] touphScript - FFVII-PC text editor
Post by: Caledor on 2012-03-29 12:41:55
Here's the log.
http://www.mediafire.com/?hr3dhsbee1yiin7
the exe error line is due to my own hacking of the exe so never mind that.
thanks in advance
Title: Re: [v1.2.7] touphScript - FFVII-PC text editor
Post by: luksy on 2012-03-29 12:59:55
Can you upload your flevel and the text dump you're using? Thanks.
Title: Re: [v1.2.7] touphScript - FFVII-PC text editor
Post by: Caledor on 2012-03-29 14:00:01
The flevel is the original one (1998) and the text is the dump i get from that file with the text strip option on, that's why I though there was no need for the upload. Anyway let me know if you still need them.
Title: Re: [v1.2.7] touphScript - FFVII-PC text editor
Post by: luksy on 2012-03-29 14:11:29
Please do, because either it isn't original, or there's a problem with the text, or there's a problem with the app itself, but I can't know unless I see them  :wink:

Oh and the .ini file you used too please!
Title: Re: [v1.2.7] touphScript - FFVII-PC text editor
Post by: Caledor on 2012-03-29 17:50:56
Uploading right now, i'll add the link when it's done.
In the rar there's the flevel, the log, the ini and the text folder
the flevel is extracted from the cd, the txt files are dumped from said flevel with the settings from the ini, and the log is what i get after encoding.
the log after the dump is blank and I didn't touch anything in the ini between dump and encode.

Done!

http://www.mediafire.com/?522or3m2c2wdgqi
Title: Re: [v1.2.7] touphScript - FFVII-PC text editor
Post by: luksy on 2012-03-30 01:07:47
Thanks, I see where I've gone wrong, I'll think about how to fix it. I didn't test for not stripping scripts properly, then again I wasn't expecting anyone to use it  ;D
Title: Re: [v1.2.7] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-04-22 21:26:33
Script bug, existed as far as I remember from PSX days.  Shown to me again just now by kranmer.

Fship_4 > group 14.  Yufi. > s1 - Talk > byte 471

This is a return (there are 2 returns here, this one is redundant(?), when it should be a enables access to the main menu.  Otherwise menu access remains disabled until you leave the area.

Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: AlbusJC on 2012-06-01 07:26:23
hi there everyone! I know this topic has not been posted in for a long time but I think its better to reply here than to create a new topic. If I wrong I sorry.

According to my log.txt file, I have a gzip decompression error with my scene.bin file. It's been patched with Gjoerulv's hardcore mode 1.05. I haven't got this problem with the untouched version of the file. So, is there any way that I can dump and encode this file?

Thanks :)
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: luksy on 2012-06-01 07:50:41
Yeah ts goes a bit nazi with the error checking, but it's for my own sanity and allows me to offload things like file format errors on whoever made them. I'll have another look at the hardcore scene when possible.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: AlbusJC on 2012-06-01 08:51:11
Thank you very much luksy.  :)
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-06-01 10:37:00
That is a known issue and is his fault not Luksy's.  He has been told about it .  Hopefully Luksy can find reason for his bad scene but he needs to fix it in future.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: PitBrat on 2012-06-17 00:28:22
Will Touphscript support inserting the Japanese text back into the English game?

I tried inserting a Japanese dump but Touphscript generates invalid character errors and fails to insert any text.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: luksy on 2012-06-17 01:17:00
It may eventually, one thing I keep forgetting to check is if the Japanese extra charmaps are still in the data or not, do you know? If they are then all that needs to be changed is main charmap, although unless someone can be bothered to redraw the ENTIRE Japanese map anyone who uses it will be stuck with the old font + windows.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: PitBrat on 2012-06-17 02:02:41
Asa is the expert on the Japanese font.

Changing the language of the US FF7 is a popular request.
French, German, Italian and Spanish text works for the most part.

How the US engine reads the Japanese charmap is unknown.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-06-17 02:37:55
I don't think it exists in PC and the window bin values are all set to 1.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: PitBrat on 2012-06-26 23:40:57
Once the omitted scenes are enabled with Touphscript, is there any way to run Touphscript again and disable them?
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: luksy on 2012-06-26 23:50:33
I don't think I can ever support rollbacks, the whole reason to hash the scripts in the first place is to guarantee that I'm modifying an original file; if I were to do the reverse more often than not it would simply fail to match the hash, once you consider the window resizing combined with the retranslation / multiple languages. The easiest way is to simply make a backup of flevel before ts runs.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-06-27 01:17:49
Precisely.  People need to do their bit too...  I always back flevel up for menu project for example.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: shikulja on 2012-07-09 11:37:04
ofter run and enter - d or e
Fatal error: basic_ios::clear
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Naitguolf on 2012-07-10 18:50:18
Well, im trying to extract all spanish data from Sflevel.lgp (also tried to rename flevel.lpg) and english flevel.lgp, but no luck. After some files extracted, that error happened:

fship_4 patch failed, not original script
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Tenko Kuugen on 2012-08-16 01:52:47
Ran into a weird error after trying to use TS to dump all the text
the tool crashes when hitting 4/729 in flevel.lgp ( this is with bootleg, aerith revival + gjos hardcore mod )

Error in ancnt1: converting to field failed, Attempted to read 31746e63 bytes from 4beb

Error in ancnt2: converting to field failed, Attempted to read 32746e63 bytes from 4bfe

Error in ancnt3: converting to field failed, Attempted to read 33746e63 bytes from 3c15

any way to make it dump only the exe and nothing else?


tried an older version of TS and it dumps fine ( v 098 ) but I'm not sure it'll encode it right, so holding off on it
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-08-16 02:07:13
These errors are most likely to do with flevel code being bad either by hardcore or aerith.  use clean flevel.

And yeah, that is one thing I requested from Luksy.  The ability to decode/encode specific files.  Depending on if the txt files exist in the folder.  At the moment if it fails beforehand it does not do it.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Tenko Kuugen on 2012-08-16 03:16:34
Got it to work
had some more problems but the .exe and world edits I wanted are in. MAN it was a pain to check which .exe entry for the chocobo race met the original flevel field entry which I then had to cross check against my overhaul
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-08-23 03:20:21
Ignore.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Lex Tertia on 2012-08-24 16:52:39
Hey I almost don't dare to ask but do you have the possibility to make the output files compatible to Poedit?
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: roxas010394 on 2012-08-26 05:14:19
i have a problem when i press d or e, I get a message saying Cannot Open the registry
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: ManuBBXX on 2012-08-27 19:29:58
So, it's possible with Touphscript by this way to have the game traduced same with MO installed ?
I don't understand all, but I only have dialogs traduced in fr( for me ), after selecting the French translation at bootleg's installation.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: MJarcos on 2012-08-28 16:59:08
The tool will be compatible with version 2012?
Thanks
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Kompass63 on 2012-08-29 16:57:30
Hello luksy

I have a few minor problems with touphScript.

The prehistory.
I have the German version of FF7 and am already registered here for a while.
I wanted to check what mods can use it for my FF7 and how to best integrate.
Some smoothly, with some others you have to cheat a little, but then it goes.
DLPB's Game Converter (http://forums.qhimm.com/index.php?PHPSESSID=7d0670e2e03b0fd8c27b811bb410e1e9&topic=13419.msg186845#msg186845) sounded like a project that could be useful.
Since I can deal with some hex editor, I thought, rib the text from the German exe and paste it into the prefabricated of DLPB table.
As easy as I thought it was not that.
Some of the lines I had never seen before in the game, the table, where you can name the character is longer, the German keyboard layout is a bit different, ...
I then integrated the English EXE in my game, renamed a few files, and tested whether the game runs.
It seems to run.
Then I have figured out how to expand the table for naming by one column, so that German special characters can be used.
After a few attempts, I then made ​​a translation whereupon DLPB asked me if you can use them now with touphScript.
Then I got me first your touphScript


Quote
German, French & Italian exes will not work with touphScript.
I read this and understand why. If you want to change that, perhaps I can help.
But now I had the English EXE.
The dump of the texts worked (in a few 0_scene.bin.txt appeared "encount error"), but I was shocked at the number of text files.
Then I first set all parameters in the INI to 0.
That didn't helped; touphScript still has extracted all text.


My first question: Could you fit a way with which you can edit only certain files?
In the INI could be something like the following to be present
convert_flevel.lgp = yes
convert_world_us.lgp = yes
convert_scene.bin = no
.
.
.


I then replaced the English 0_ff7.exe.txt with my 0_ff7.exe.txt.
Quote
D:\_Entpacktes\touphScript>touphScript e

Encoding flevel.lgp
729Fatal error: Couldn't copy file C:\Users\[Username]\AppData\Local\Temp\ts4E86.tmp to C:\Spiele\Final Fantasy VII\data\field\flevel.lgp
After some experimenting I found out then that the write protection flag was set.
In the German version, almost all files are installed with write protection, do not ask me why.
Remove write-protection solves the problem

Quote
Couldn't encode exe: Unexpected continuation byte: 2
touphScript seems not like the German special characters, although in the other texts were all right there.
Without these characters, the game is not really correct.
Can you possibly allow these special characters?

EDIT: Convert it into UTF8 format seems to fix that, sorry my fault ::)



Quote
0_ff7.exe.txt line n.89 4294967292 char(s) too long
I then checked with Notepad + +, line 89 contained only 2 letters.
I then removed one letter, the same error.
Then I removed in line 90 characters, now it worked (at least at this point).

Obviously starts touphScript count the lines from 0 instead from 1


Quote
0_ff7.exe.txt line n.154 4294967292 char(s) too long
I wanted there to insert Num. +, but it had to N. + Cut before touphScript was satisfied (4 characters).
If I want to change the keyboard layout and some advices on this button, N. + Num. 1 is displayed.
At this point the EXE, the keys are all completed with an additional 0x00, otherwise the text is displayed to the Nearest 0.
In the example above, so are only 3 letters allowed, it must be followed by the 00th


Although touphScript obviously had integrated all text came at the end the following message:
Quote
Couldn't encode exe: Unexpected continuation byte: 9
Unfortunately, I do not understand this message. But I'll try next.
EDIT: Convert it into UTF8 format seems to fix that, sorry my fault ::)


I hope I could help a bit, and await your answer.

Greetings Kompass63
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-08-29 16:59:59
I have already discussed this with Luksy.  You have to make sure the 0_ff7.exe.txt file is saved in UTF8 format.  The other error is correct that the length is too long to fit into ff7 english (you will have to reduce the size.  Wait for me.  I have already got a list of what needs doing), it just gets the length wrong.

Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Kompass63 on 2012-08-29 17:17:22
Edit:

That seems to help a bit, I must let the convert, not only save....
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-08-29 17:23:31
There must be a character there that ts doesn't like.  Do you think you can figure out the offending character?
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-09-15 03:06:49
Periodic Report to Dr. Luksy

CONFIDENTIAL

Code: [Select]
1.  Because menu overhaul is now moving to memory,
some values needed by ts will no longer be read
(all the ones in ff7.exe that ts uses).  If possible
ts needs to support these values in ini.
Possibly if values exists in ini, they will override the exe values.
Hopefully this will not be too difficult to do. 

2.  ts needs to support skipping of files when their
corresponding text file is not present.   If scene.bin
txt file is missing, kernels table would also be left
alone.  World map, ff7.exe and kernel2 would
all be skipped as well if corresponding text file
missing.  Sometimes a modder may only want to
update 1 file or not update others.

3. ts is missing entry in ff7.exe.txt due to my own
error.  Entry is BOARD between OFF and SLEIGH
at 555804, 8 chars.  OFF is 4chars at 555800.  A note of this will need to be made to
modders so they can add the line to their existing
work if updating ts.

4.  Certain lines when wrong length are being
reported with wrong number of chars over limit.

5.  Log should start with line number, then file,
then char over limit in this format which is better
for readability.  Note file name in square brackets.

Line 762 [0_ff7.exe.txt]: 4 char(s) too long.

As opposed to

0_ff7.exe.txt line n.762 4 char(s) too long

6. The log should not pop up on simple
    "script is not original" errors.

7. ts does not work with 2012 FF7 version.
   Unknown reason.  Crashes during decode/encode.
   Flevel is same as 1998 version apart from some fixes.

8. Model at gold saucer being wrong size and very
annoying needs fixing with script fix. Not priority.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-09-16 04:20:22
My ff7 text file had MO chocobo names starting at line 737 (notepad++).  Seems ts wants it to start 766.

Has there been some alteration in newer ts revisions?
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Kompass63 on 2012-09-18 16:47:57
My ff7 text file had MO chocobo names starting at line 737 (notepad++).  Seems ts wants it to start 766.

Has there been some alteration in newer ts revisions?

???
The chocobo names starting at line 720 (notepad++) for me.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2012-09-18 23:05:34
Yours are not the MO chocobo names (Menu Overhaul supports longer chocobo names and chocobo prize names).  TS supports both.  I will explain this at a later time.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Tenko Kuugen on 2012-10-02 08:15:31
in which order does TS encode the flevel files?
by ID? by name?
it always crashes at specific fields for me, so I can just replace them temporarily with vanilla editions
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Asshiah on 2012-10-13 00:42:11
Just for those who'd like to compile the program from source themselves (I used MinGW and its included mingw32-make command to use the Makefile provided):

in the common.h file, line 134-156:

Code: [Select]
template<typename T>
inline T get(istream& in) {
T val;
read(in, &val, sizeof(T));
return val;
}

inline void read(istream& in, void* const p, int const size) {
in.read(static_cast<char* const>(p), size);
}
template<typename T>
inline void read(istream& in, T& out) {
read(in, &out, sizeof(T));
}
template<typename T>
inline void read(istream& in, vector<T>& out) {
read(in, out.data(), vsize(out));
}
template<typename T>
inline void read(istream& in, vector<vector<T>>& out) {
for (vector<T>& v : out)
read(in, v);
}

You need to declare the get method after the read methods in order to be able to compile.

So you would have to replace previous code with:

Code: [Select]
inline void read(istream& in, void* const p, int const size) {
in.read(static_cast<char* const>(p), size);
}
template<typename T>
inline void read(istream& in, T& out) {
read(in, &out, sizeof(T));
}
template<typename T>
inline void read(istream& in, vector<T>& out) {
read(in, out.data(), vsize(out));
}
template<typename T>
inline void read(istream& in, vector<vector<T>>& out) {
for (vector<T>& v : out)
read(in, v);
}

template<typename T>
inline T get(istream& in) {
T val;
read(in, &val, sizeof(T));
return val;
}
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Asshiah on 2012-10-13 03:57:08
I tried using an altered touphscript program on the new ff7 2012 French files.
I altered the program so that it doesn't try to dump the ff7.exe file which is clearly not compatible without changes to the code and the definition of a new offsets table.
I also altered it so that it tries to dump the field.lgp file at the end after all the other files.

=> All files are dumped perfectly except from field.lgp.

I see some non blocking errors about blackbgb and blin67_2 files but this is not really too much of a problem.
But after that, a  fatal error (std::bad_alloc) occurs.

I looked into it a bit and it seems that when trying to read the crcin_1 file from field.lgp, a problem occurs in the following line of the field.cpp file when i=1:

Code: [Select]
out[i].resize(get<u32>(buf, pos));

I think we try to resize
Code: [Select]
out[i] which is of type vector<uint8_t> to a too big length : 2408550287.

Clearly we can't allocate the desired amount of memory.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Asshiah on 2012-10-13 13:40:15
OK so I removed some variables defined in the touphScript.exe.h file:

Code: [Select]
#define _WIN32_WINNT 0x0502
#define WINVER _WIN32_WINNT
#define NTDDI_VERSION 0x05010300

This was saying to the compiler that we were targeting WinXPSP3 (or WIN2003). As I am using Windows 7 x64, this would cause a conflict when compiling with the new compiler describe below.
By removing it, I let the compiler find out the Windows version used by itself.

I then installed tdm-gcc with the MinGW-w64 based version which would allow to compile the program in x64.
I recompiled the zlib library from source using this new compiler.
Then I recompiled the touphScript program.

I the error about bad_alloc is gone!

This was due to the 32 bit compilation limiting the allowed maximum memory usable by the program.
By using 64 bit compilation (with enough RAM), there is no more problem.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Ragna on 2012-12-31 00:59:23
Got an error no matter what option I give: Fatal error (basic_ios::clear).
I'm running Win8 x64.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: OmniWarrior on 2013-03-07 05:04:38
This might be a dumb question, but still...
The screenshots look nice, but for the people who have edited their games, are you going to post your config texts? I did some rom patching way back with SNES. I patched Harvest Moon and turned all of the "innocent girls" into foul mouthed, horny howlers. I think a rated R version of FF7 would be a riot.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2013-04-03 00:35:42
ugh... may have sussed out the issue I had. I will check.

edit.

yup.  Once again Luksy wins ;)  This still needs to be edited though so it can work with 2012 flevel.   :evil:
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Agahnim on 2013-04-26 02:30:10
just a question.. where are the title screen texts hidden? ("NEW GAME" and "Continue?")
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Kaldarasha on 2013-04-26 02:44:04
In the FF7.exe. DLPB has done some very smart tools, which allow you to modify the text.
DLPB Tools 1.2 (http://forums.qhimm.com/index.php?topic=13574.0)

The games converter wouldn't be possible without them.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Agahnim on 2013-04-26 11:53:08
thanks a lot!
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: picklejar on 2013-06-19 21:39:22
after run and enter - d or e
Fatal error: basic_ios::clear

I had this problem, too, but I fixed it by doing two things:

#1: Run as Administrator.  (I suggest running "Command Prompt" as Administrator, then running touphScript.exe from the command prompt, so that you can see the output after it's done, and you can also provide the d option.  However, if you right-click touphScript.exe and "Run as Administrator", that works, too.)

#2: I installed FF7.  See, I was trying to run touphScript without actually installing FF7.  Is this supported, by the way?  I was expecting/hoping touphScript would default to the current directory, and that's where I put the FF7 files, but I still couldn't get this to work.  I tried lots of things, including removing read-only attributes; modifying the ini to set Override paths; tried putting the FF7 files in different places (all in the current directory, vs. putting them in the folder structure .\data\etc.); compatibility mode with earlier versions of Windows; etc.  However, it's very possible that I had installed then uninstalled FF7 a long time ago, so maybe touphScript still found the old install path in the registry and was looking for the files there?

Anyway, hope this helps!
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Kompass63 on 2013-06-20 03:16:46
FF7-GetKey.zip (http://www.file-upload.net/download-7735722/FF7-GetKey.zip.html)
Reads all a few FF7 Registry Keys I've found... :-D
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2013-06-20 20:06:50
just a question.. where are the title screen texts hidden? ("NEW GAME" and "Continue?")

You can change them with touphscript by just editing the text file 0_ff7.exe.txt
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Agahnim on 2013-06-22 03:48:01
thanx a lot DLPB. my 0_ff7.exe.txt was empty and i was thinking it's normal but now i understand that's just a bad dump.

touphscript is a very useful tool
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2013-06-28 18:25:10
This tool is being rewritten and I am sure Luksy will be addressing the problems that exist :)
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: PSDoff on 2013-06-29 16:07:35
First off, this is very, very awesome. I installed FF7 on my new PC a couple days ago and went crazy with the mods and I love it.

My mods resulted in the text boxes cropping off some of the dialogue which is how I found touphscript. Using it, I found that I had to use the suggestions from http://forums.qhimm.com/index.php?topic=12530.0 to get it working, using the following lines:

autosize_width = 1
autosize_height = 1

menumod = 0

This all seemed to work until I went back to the FF7 bootleg program to make a few more changes. I tried to run touphscript again in the same manner but it doesn't seem to be working anymore. My log outputs "Unknown ini key: menumod" and no change is apparent. I've also tried to dump and encode without this line but that doesn't do anything either.

Any thoughts?
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2013-07-24 11:36:59
The links on the first post are wrong.  Probably because Qhimm forum was reset earlier this year to an earlier backup.  The proper links are:

1.2.9
http://dl.dropbox.com/u/3227870/touphScript_v1.2.9.7z

And source
http://dl.dropbox.com/u/3227870/touphScript_source_v1.2.9.7z

1.2.8 seems to have a few bugs.... so use these.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Template on 2013-07-24 13:38:19
The links on the first post are wrong.  Probably because Qhimm forum was reset earlier this year to an earlier backup.  The proper links are:

1.2.9
http://dl.dropbox.com/u/3227870/touphScript_v1.2.9.7z

And source
http://dl.dropbox.com/u/3227870/touphScript_source_v1.2.9.7z

1.2.8 seems to have a few bugs.... so use these.
omg... been using wrong version... /dies

Edit: And then I frikkin died again when I saw Cosby facepalm... 
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Kaldarasha on 2013-07-24 16:31:05
And I wondered, why the autosize didn't work...
(http://img833.imageshack.us/img833/9418/vqg.gif)
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Template on 2013-07-25 14:13:07
Using v1.2.9 going from a German flevel that has been highly modified (Kaldarasha's Reworked Mod) to English I get the following errors:
Code: [Select]
blin67_2 patch failed, not original script
chrin_2 patch failed, not original script
cosin1_1 patch failed, not original script
ealin_2 patch failed, not original script
elmin4_2 patch failed, not original script
elminn_1 patch failed, not original script
frcyo patch failed, not original script
fship_4 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script
Error in mds7: Incorrect number of entries: 74/73
min51_1 patch failed, not original script
psdun_2 patch failed, not original script

After testing I'm guessing these are almost all choice boxes? We're finding yes/no type boxes that are off vertically 1 line. The mds7 scene error seems harmless enough, no? Anybody think I can repair these manually being a normal non-superhuman type?
If this were something I was having trouble with going from a regular flevel, I wouldn't bother asking; I'd start from scratch. But the Reworked Mod flevel.lgp is super highly modified, almost every scene has been changed in multiple ways. There is no way to start from scratch. I was hoping to port this flevel as part of Kaldarasha's Reworked mod (which includes his Unshaded Models Overhaul) to all available script languages. PitBrat has kindly sent me all the text rips, as I was planning to image install repeatedly in different languages and rip them with ToughScript myself. But now the project is totally stalled.
I would like to verify that the actual rips (and I'm pretty sure PB used 1.2.9 to do them) are not the issue. I am almost positive it is simply because the flevel I'm trying to encode to has already had these patches installed, but in German. Everything is longer in German so it's bumping the choice boxes down a line? :-D
I hate to admit defeat but unless I'm just doing something wrong I think I'll have to wait for some help with ToughScript itself :-[

Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: PitBrat on 2013-07-25 17:38:49
Ugerstl did the Touphscript rips most likely using 1.2.8.
That's also the version used in Bootleg .040.
Would re-ripping the text with 1.2.9 correct the errors?
I only have access to the re-release international versions of FF7.
I know there are some minor differences between the flevels of the re-release and cd-rom versions.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Template on 2013-07-25 17:47:29
Would re-ripping the text with 1.2.9 correct the errors?
Unfortunately, no. That's actually what I did as far as the English text. v3 is from a 1.2.9 rip :oops:
Pretty sure it's the encoding where the issue is coming up, and it's certainly not ToughScript's fault; the flevel text had already been altered.
Kaldarasha has decided to edit the v3 I encoded manually with Makuo Reactor. But I imagine the problem will remain if I try to use TS1.2.9 to port his fixed ENG flevel to the other languages.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Kaldarasha on 2013-07-25 18:05:46
My understanding is, that Tough Script can do these patches to an unmodified flevel.lgp. That means if the program is used a second time, it should detect the new entries in the flevel and doing nothing, except writing a report that it had done nothing to the scenes.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2013-07-25 19:35:03
My understanding is, that Tough Script can do these patches to an unmodified flevel.lgp. That means if the program is used a second time, it should detect the new entries in the flevel and doing nothing, except writing a report that it had done nothing to the scenes.

That's right.  Apart from his entry about wrong entry numbers... that's because the text file has different entries to the flevel.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Kaldarasha on 2013-07-25 19:42:01
Yeah, an empty window is missing, I wonder how this happend.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Template on 2013-07-25 19:52:36
Does it matter if I ripped the English text from an flevel that was also modified? I even made sure the MO "additional script fixes" were in it... Was I supposed to use completely vanilla text rips?
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: luksy on 2013-07-25 22:59:19
The script patches only fail if the scripts themselves are not vanilla English, the text isn't considered (assuming of course the number of text entries matches the script). I can't remember off hand if the German flevel had any changes, but keep in mind that the patching will also fail if the scripts have already been patched.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Template on 2013-08-07 03:36:33
Aha, I think I get it. 1.2.9 seems to be working fine then, I just can't help but wonder if you have plans to adapt TS to work with the 2012 and STEAM flevel versions. I didn't realize they were different in a way that would make them incompatible with ToughScript but Dan mentioned it the other day. I could imagine that not really being in your plans. It only matters in that people who use GameConverter (keeps new files other than the exe) wont be able to use ToughScript (MO installer) without using something like bootleg first that overwrites using the 1998 flevel.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2013-09-04 10:40:53
Luksy is back to working on old ts to fix it up.  I have sent him the following changes.  If you have anything else you have noticed, please let me know.

ScreenWidth = 320
ScreenHeight = 240 (it's actually less in field (not world map), but I'll be fixing that, and the game moves box automatically anyway so keep 240).
Offset all sides = 0 (Again, game will sort it.  Make offset 0 for all sides.  No offset basically.)



1. Numerical value placements are not correct (at least... not with Menu mod).  In fact, I reckon a new way of going about this needs adding.

l (left) should have just 3 values.  0 (left aligned) 1 (centre) 2 (right).  That's all it needs... No one is going to use pixel accurate left positioning...  and its not needed.

Left position would just be the offset (maybe 2 pixels).
Centre would be (box width /2)-(numerical width/2)
Right would be Boxwidth-offset

t (top) should be done by lines, but they need adjusting. The distance between the end of line 1 on that picture and the start of the graphic is too great (not sure about non menu project).  You'd need to do something like line start + line height value + offset (lets say 2 pixels, its trial and error).  Also t=0 should mean the graphic is level with the top of the box (+ offset of 2 pixels).

#lt 1 1

Would simply mean it is placed in centre horizontally, and just after line 1 vertically.

#lt 1 0

Would be the top of the box+ 2 pixels, and centre horizontal.

2. ts does not work with 2012 flevel.  I have included it in this folder.

3. ts has a few problems with in-game dialogue options like before... I am not sure which yet or whether it can be fixed without ts being changed.   I'll find out.  Well, one of them is the push rock thing at Gaia cliff, but thats fixable at moment by reversing the options from yes no to no yes or whatever.

4. ts does not support 2012 exe which needs to have all values offset by 0xC00, assuming that the exe will allow change given the DRM.

5. I made a mess up of ONE of the ff7 exe offsets (BOARD) resulting in it being cut in snowboard minigame.  The offsets are:

No terminator, size in brackets.

5557E0   RETRY (8)
5557E8   EXIT (8)
5557F0   GHOST  (8)
5557F8   SURFACE  (8)
555800   OFF  (4)
555804   BOARD  (8)
55580C   SLEIGH  (8)
555814   ? ? ?  (8)
55581C   SNOW  (8)
555824   CHECKED  (8)

6. ts gives out report that certain script has already been patched, which makes people freak out.  The log should log it, but for that one, the pop up of the log should be disabled. 

7.  Option to disable log pop up entirely from ini.

8. Options to dump only certain files, script, exe, kernel, scene
Because sometimes you dont want to decode all.

9.   ts needs to support skip encoding  files when their
corresponding text file is not present.   If scene.bin
txt file is missing, kernels TABLE should also be left
alone automatically.  World map, ff7.exe and kernel2 would
all be skipped as well if corresponding text file
missing.  Sometimes a modder may only want to
update 1 file or not update others.

10. Certain lines when wrong length are being
reported with wrong number of chars over limit.

11. Log reports should start with line number, then file,
then char over limit in this format which is better
for readability.  Note file name in square brackets.

Line 762 [0_ff7.exe.txt]: 4 char(s) too long.

As opposed to

0_ff7.exe.txt line n.762 4 char(s) too long

12. Chocobo suit guy at gold saucer being wrong size and very
annoying needs fixing with script fix. Not essential to fix at all.

13.  Feature needs adding to place dialogue boxes centre horizontal.
     (this is for the numerous items and dialogues that require centring
     at the top).

X = (screenwidth*0.5)-(boxwidth*0.5)

perhaps use flag #c that requires no values.




Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: Kaldarasha on 2013-09-04 11:56:19
Point 9 is exactly that, what I needed. I only need to change the flevel.lgp for the flevel project.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2013-09-08 22:03:52
Correction. That chocobo being small isn't a bug really... it's supposed to be a child in a suit.  Perhaps still a bit small, but that's why it's smaller than usual.  The adult is with the child the first time you go there but later the child is on its own and comments that he/she will continue, even if alone.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: ThunderPeel2001 on 2013-09-15 19:50:41
Am I correct in stating that this tool does not work with the 2012 version? Every time I try to do anything with it, all I get is a "Couldn't open registry" error.

Forgive me for not reading all eight pages of this thread before posting.
Title: Re: [v1.2.8] touphScript - FFVII-PC text editor
Post by: DLPB on 2013-09-16 21:15:52
It doesn't yet no, but when it does, you still may need to manually set the paths in the ini file that comes with it.
Title: Re: [v1.3.0] touphScript - FFVII-PC text editor
Post by: luksy on 2013-09-24 13:00:21
Latest version is up, should fix the most glaring issues (2012 flevel support most of all).

There's a new archive with numeric fixes for those of you using menumod, you can run those until the new installer's out, details in the touphScript archive.

As usual bring out your bugs, make sure to give as much detail as possible including log.txt
Title: Re: [v1.3.0] touphScript - FFVII-PC text editor
Post by: DLPB on 2013-09-24 13:38:33
What's been done:

1.  Flevel 2012 support added.

2. text can be centred using the #c flag that takes no value.
   For example #cy 8 will place boxes centred horizontally, with vertical (Y) of 8.

3.  Log tidied up a bit (still needs a little refinement)

4. Log doesn't pop up anymore.

5. BOARD text in Snowboard minigame fixed. (you will need to add it to 0_ff7.exe.txt if using older text file).  Do a decode on original flevel to see where to place.

6. Numeric graphic has autosize feature if no text in the dialogue box, and allows full manual control otherwise, or if you include flags.  See Numeric readme in ts folder.  I wrote an explanation there of how to fix numerics for Menu Overhaul too (and the zip file containing the text files needed to do it all for you are on first post here).

Still needs doing:

1. Cleaner log text
2. Option to dump only certain files
3. Encode only files whose text files are present.
4. Char wrong length reported (not sure if this was fixed).
5. Update version number in app.
6. Log script patching errors only on encode, not decode.
7. Further patch needed to prevent crash on Corel Bridge with the fixed scene.
   At moment, when you revisit bridge after initial cut-scene, there is a crash.
   No cut-scene should probably happen after you have seen it the first time.
8. Range check on dialogue box X Y removing (if they are implemented. "Silently ignored" implies they arent)

Quote from: from Readme
Valid   ranges (out of range values are silently ignored):
    x / s: 0 - 304
    y: 0 - 224
    w: 16 - 304
    h / t: 1 - 13

Should be no check for X and Y.  Game will correct positions.
Width of box should be limited to minimum 16, no max limit.
Readme is wrong with regards to "top", which is now in absolute pixels and should be limited to 240.
Left should be limited to 320.


Looking good!

Also, support for 2012/13 executable is probably impossible due to DRM(?)
ts does not support 2012 version game.  That is, it will support 2012 flevel but only if it can read original executable file and use the original paths.  This application therefore is designed for use with 1998 version game with added support for 2012/13 flevel file.  I am not sure if Luksy plans to add full support for editing the rereleased game.  The issue is simply that protection on the exe makes it rather futile bothering, and you'd be better off just converting to 1998.
Title: Re: [v1.3.0] touphScript - FFVII-PC text editor
Post by: ProtomanZxAdvent on 2013-09-27 05:02:15
Edit: never mind the battle scene.bin gets corrupted after my fix ill post a link to the fix once finished
Title: Re: [v1.3.0] touphScript - FFVII-PC text editor
Post by: DLPB on 2013-10-08 11:18:00
Another request from me, the eternal annoyance.  :evil:

I am going to be adding an option for playstation button graphics soon.  Obviously character widths are dealt with already because ts reads Window.bin, but I will also need ts to recognise certain flags and translate them to the correct character value.  Those flags would be

{U} Up
{D} Down
{L} Left
{R} Right
{C} Circle
{T} Triangle
{X} X
{S} Square
{R1} R1
{R2} R2
{L1} L1
{L2} L2
{SEL} Select
{STA} Start

I will begin work soon on adding them to the font map.  So I don't yet know which codes will be needed for each.

For other people this is how it works.

1.  Originally a sentence would be:
Code: [Select]
Character Name
“Which one?
  Use {PURPLE}[LEFT]{WHITE} and {PURPLE}[RIGHT]{WHITE},
  then press {PURPLE}[OK]{WHITE}.”

This is the PC version format. 

2.  My program TextChange, replaces these at install time

Code: [Select]
Text

[S-][R]
{PURPLE}[MENU]{WHITE}>{T}
{PURPLE}[CANCEL]{WHITE}>{X}
{PURPLE}[OK]{WHITE}>{C}
{PURPLE}[SWITCH]{WHITE}>{S}
{PURPLE}[PAGEUP]{WHITE}>{L1}
{PURPLE}[PAGEDOWN]{WHITE}>{R1}
{PURPLE}[CAMERA]{WHITE}>{L2}
{PURPLE}[TARGET]{WHITE}>{R2}
{PURPLE}[ASSIST]{WHITE}>{SEL}
{PURPLE}[START]{WHITE}>{STA}
{PURPLE}[UP]{WHITE}>{U}
{PURPLE}[DOWN]{WHITE}>{D}
{PURPLE}[LEFT]{WHITE}>{L}
{PURPLE}[RIGHT]{WHITE}>[R}

and then you get

Code: [Select]
Character Name
“Which one?
  Use {L} and {R},
  then press {C}.”

3.  In game, you see the graphic in the place of these tags.


Title: Re: [v1.3.0] touphScript - FFVII-PC text editor
Post by: tylerkschrute on 2013-12-27 02:58:18
I'm having problems with this application. Whenever I attempt to dump the files, I receive a read / write permission error. Running the program as an administrator does not help. Which permission settings do I need to change, and where? From the snooping around I've done, nothing in the folder is read only.
Title: Re: [v1.3.0] touphScript - FFVII-PC text editor
Post by: Green_goblin on 2014-04-09 19:01:30
Hello NF, I have a question for you

I'm trying to import the "scene.bin" PC version translated by DLPB into the PSX version.
Both PC & PSX files are identical so there should be no problem. However the size are not the same:

Original PSX file is 270.336 bytes (0x42000)
DLPB file is 278.528 bytes (0x44000)

So now I'll have to reduce the size of the file using your tool ProudClod until I get 270.338 bytes.
I deleted a couple of scenes (238 and 249), and I 've got the correct size. Are these scenes unused in the game? It looks like so, but I need your confirmation.

There is another problem, according to Thisguyaresick2 (a user form the RHDN forum):

(http://i101.photobucket.com/albums/m67/Control_2006/thisguy.png) (http://s101.photobucket.com/user/Control_2006/media/thisguy.png.html)

Do you know something about that? Maybe there are certain scenes that, when modified, causes that oversized file.

Please let me know. Thank you and regards

DLPB, I thought you were using ProudCloud to edit the "scene.bin" file. As I said before I deleted scenes 238 and 249 which seem to be unused, can you confirm this please? When I open these scenes I only see dummy texts, dummy attacks, no real enemies at all.
Title: Re: [v1.3.0] touphScript - FFVII-PC text editor
Post by: DLPB on 2014-04-09 19:07:14
All I touch so far is text using touphscript.  When I start work on Weapon properly, Weapon option will use PC.  But Translation and MO use ts only.
Title: Re: [v1.3.0] touphScript - FFVII-PC text editor
Post by: Green_goblin on 2014-04-09 19:16:24
Ok no problem. I want to port your translation to the PSX game, since I don't have the PC version. Of course all credits will go to you and Lusky. I already have the "kernel" and "scene" files ready, now I'll take care of the worst part (copy/paste the dialogs). I'm planing to use Hack7. Any advice for me?
Title: Re: [v1.3.0] touphScript - FFVII-PC text editor
Post by: DLPB on 2014-04-09 19:58:00
I have no idea about psx editing or hack7. Sorry :)
Title: Re: [v1.3.0] touphScript - FFVII-PC text editor
Post by: Bosola on 2014-04-09 23:59:04
If you need to add a large scene.bin to a PSX ISO, search the forum for my old Disc Extension Patch. It should support scene files up to 2 Meg in length.
Title: Re: [v1.3.0] touphScript - FFVII-PC text editor
Post by: Green_goblin on 2014-04-10 00:28:16
If you need to add a large scene.bin to a PSX ISO, search the forum for my old Disc Extension Patch. It should support scene files up to 2 Meg in length.

Here it is: http://forums.qhimm.com/index.php?topic=11541.msg159540#msg159540

 :)
Title: Re: [v1.3.0] touphScript - FFVII-PC text editor
Post by: kenichi on 2014-06-11 16:34:36
would you tell me about thisprogram with images or video? I tried tried but it does not happen.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2014-07-20 19:48:01
1. Cleaner log text. A better format would be:

Line 1 [0_ff7.exe.txt]: 2 char(s) too long.

Line number, text file in square brackets, and description of error.

This has been done for char length errors, but not universal to all error messages.
For example : Error in ancnt1: Error in entry n 2: 23: Closing brace not found

2. Option to dump text from files separately. Something like:

Code: [Select]
# Dump Text
Exe = 1
Flevel.lgp = 1
Kernel.bin = 1
Kernel2.bin = 1
Scene.bin = 1
World_us.lgp = 1

3. Encode only files when corresponding text files are present.

4. When strings are too long, the char length report in the log is incorrect.
For example: 4294967288 char(s) too long.

5. No auto positioning for X and Y box positions.
   Game will correct positions if they exceed boundary.


This seems to have been done.

6. Width of box should be limited to minimum 16, with no max limit.
    TS should warn user in log if box fell below 16.
  TS is also allowing user to use #w 15  for example.

This wasn't really needed.  It's the user's job to make sure of this.  And they can set what they like.

7. Numeric graphic X/Y
    "Top" should be limited from 0 to 240.
   "Left" should be limited from 0 to 320.
   Log should note if user has tried to exceed this.

8. Menu Overhaul requires playstation buttons with following format.
    Hex Values are on right.


Code: [Select]
{U} BE
{D} BF
{L} 93
{R} 94
{X} 95
{S} 96
{T} 97
{C} 98
{L1} 99
{R1} 9A
{L2} 9B
{R2} 9C
{SEL} 81
{STA} 82

9. Remove registry check for the game when paths are set manually.
 
10. Remove script fixes, but keep ts option handling.  Ts should always try to sort options that modder edited.
     If this fails in game, the modder will have to create their own fix with Makou.

11. Log should not be called "log"  It should have a proper name like "touphScript.log"

12. Log needs to list issues with files missing at encode time, like Window.bin.

13. Possible log warning of shared var when encountered? [for dialogue option issue].  Log only needs to log the script with a shared var when the user has changed an option.

14. char length errors in kernel are not being reported. Probably same for kernel2, world map and scene.  They are being reported for the exe.

15.
As kal says below... ts should log errors of particular file and not quit.  A good idea would also be to log exactly which part of script failed.

16. ts should log error if a file is missing, but not halt operations.  The only time ts should exit is when dealing with field files.  When dealing with field files, ff7.exe / ff7_en.exe, and window.bin must exist.  But with everything else, the log should just state that a file was missing.  For example, when encoding ff7.exe if it does not exist, just add a log and move on to kernel1, kernel2 and so on.

17.   World map (0_mes) is not obeying/recognizing the #c flag.

18. kernel is missing a text entry for Red XIII  (although it's probably best to be complete and add all characters here).


19. When using Reunion,  icon tags (like {X}) are not being decoded.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: Kaldarasha on 2014-07-21 20:05:44
It would be great if the tool could patch unpacked files of the flevel.lgp and skip the patch for bad files instead of aborting the whole patch.
I also would like to get then a proper report of these files in the log, so I can track down them easily and replace them with clean files.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2014-07-31 23:47:42
Updated for Luksy.  Awaiting fixes.  8-)
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: shikulja on 2014-08-09 05:18:05
problems with russian tranalation
Fatal error: vector::_M_range_check
(in game field work normal. exporting makou reactor(field)> txt normal)
https://drive.google.com/file/d/0B6Bbbdpi5BzBVVRIb25haUdYZXc/edit?usp=sharing

whether adding the ability to import \ export pc in psx?
it would make it easier to transfer translation
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2014-08-09 10:53:45
ts only supports 1998 1.02 and soon Steam.  So if you aren't using those exes, it won't work.  Read the readme, too.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: RPG-Ducky on 2014-10-17 18:44:55
I have a question. I'm looking to do a Danish translation of FF7. But after trying to dump the files via touphScript, the program gave me a "Fatal Error: Cannot open registry" message. I have the 2012 version, and I changed the file paths in the .ini file accordingly. I also de-activated any bugfix, dialogue strip, etc., but it still gave me the error. Does anybody know how to fix this?
For reference, here's my edit of the .ini file:

-----------------
# Strip unused text
text_strip = 0

# Strip unused scripts
script_strip = 0

# Insert missing windows.
# Reuses previous window id values if available,
# otherwise defaults are x = 80, y = 80, w = 150, h = 57
window_patch = 0

# Various script patches, will only work on original English field scripts to avoid conficts

# In case question lines need to be modified in main script 3
ealin_2 = 0
# Enable extra Barret cutscene later on in gonjun1
chrin_2 = 0
# Enables original clock minigame difficulty
kuro_4 = 0
# Activate village elder extra dialogue immediately after other two
# (instead of having to ask 10 times)
goson = 0
# Enable old guy's 3 random dialogues (only 2 shown normally).
elmin4_2 = 0
# Enable Aerith's dialogue when attempting to pass
# before Kalm (uses Tifa's without)
psdun_2 = 0
# Change Tifa & Aerith's lovepoints check to > 40 (was > 120)
gongaga = 0
# Fix Barret infinite lovepoints bug
# (gives +6 points if you hear him out to the end, otherwise none)
cosin1_1 = 0
# Fix Tifa infinite lovepoints bug
blin67_2 = 0
# Modify battle game odds, shorten game to 5 rounds
# & fix battle end after 4th opponent.
games_2 = 0
# Enable extra cutscene (text needs to be copied over from PSX version)
mtcrl_9 = 0
# Insert extra Barret dialogue if not in party when receiving PHS
elminn_1 = 0
# Change when TV dialogues appear
min51_1 = 0
# Fixes movie end chopping
lastmap = 0
# Patches question var in case mods change it
frcyo = 0
# Fixes menu access bug after talking with Yuffie
fship_4 = 0
--------------------------------

Thanks.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: spy__dragon on 2014-12-09 12:09:53
Hi, we are trying to use this tool with a spanish exe original updated 1.02 but it appears the next error, we have tried many ways to dump the files.

This is the error:

(http://i58.tinypic.com/14xhtno.png)

I looked the flag, and is activated read-only.

Edit:
Ok, I was able to dump the files, but I cannot to dump the exe.
It was dumped but the content is white. (0 bytes the txt.)

I cannot draw the flevel either.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: CirasdeNarm on 2015-03-09 02:07:07
Hi,

i changed the text on worldmap (0_mes.txt) but ingame the old text appear. When i dump the texts, the new text is in the file.
What can i do?

Sorry for bad english.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2015-03-09 05:22:32
Hi,

i changed the text on worldmap (0_mes.txt) but ingame the old text appear. When i dump the texts, the new text is in the file.
What can i do?

Sorry for bad english.

You have to encode the files first...  and you have to make sure that you are definitely encoding the correct file.  See the touphscript.ini and readme.

@spy__dragon

Non-English 1.02 is not supported.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: CirasdeNarm on 2015-03-09 07:52:40
Hi DLPB,

i had already encoded the files, but no change. :) I use the german version of the game converted to english version.
Can this be the problem?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2015-03-09 08:14:12
As long as the exe and files conform to the English 1.02 (and registry is correct or file paths manually specified), it should work fine. What does touphscript.log say.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: CirasdeNarm on 2015-03-09 08:52:33
Here is, what the logfile contains:


fship_4 patch failed, not original script
min51_1 patch failed, not original script
chrin_2 patch failed, not original script
ealin_2 patch failed, not original script
blin67_2 patch failed, not original script
elminn_1 patch failed, not original script
elmin4_2 patch failed, not original script
frcyo patch failed, not original script
psdun_2 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
cosin1_1 patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script
Line 359 [0_ff7.exe.txt]: 1 char(s) too long.
Line 361 [0_ff7.exe.txt]: 2 char(s) too long.

There is just a log.txt, not a touphscript.log or where can i find this file?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2015-03-09 09:14:09
Ah, yeah... sorry.  I have the latest version of ts because I work with Luksy on retranslation project.

Basically, the 2 exe entries are being ignored because the text you have there is too large.

And the other maps listed are not having script fixes changed because your flevel has already been modified.  You can turn off these fixes in the ini.

But the text should have been changed elsewhere.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: CirasdeNarm on 2015-03-09 11:00:44
It was my fault. I use 7thHeaven and a mod overwrites the text. But i dont know, wich mod it can be.

These are the Mods i use:

World Textures
4BaseMod
1New_Animation
3Unshaded Models
2UM Battle addon
Battle Textures
Menu - Backgrounds and Avatars
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2015-03-09 11:22:28
Not our department :)  :P
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: CirasdeNarm on 2015-03-09 11:38:55
Fixed!

Thank you anyway. :)
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: Dtizet on 2015-10-18 10:53:29
Nice work! im always looking in this forum to improve my game, thanks to all!

But now i have a little noob question with the touphscrip... I dont know how to properly use it, i downloaded touphScript v1.3.0 and Source  (NumericFix for menumod link is dead)

 they must be in a specific folder?  separate folders?

i run it with Boxff7 i can see the dialogs, i can move the boxes  and edit the texts but when i save an then encode... and play the game again... nothing change, so what im doing wrong ???
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2015-10-18 18:35:58
when you use "e" to encode, it should show a box that tells you the progress.  It should take a while to encode.  If this black box does not open there a while, then something is wrong.  Either the path to the files is wrong if you manually set it (open touphscipt.ini) or your installation path doesn't exist.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: picklejar on 2015-11-16 13:05:40
Just tried touphScript and just wanted to say thanks for the fantastic work!

Also, thanks for sharing the source code, it helped me to debug some issues I had when trying to run it in a non-proper environment. Source is nicely written by the way. Definitely appreciate clean code that catches errors, writes to a log file, etc. I'll probably use this as one of my models when I dust off my C++ development skills. (I have about 7 years work experience with C++, but it's been about 9 years since I've been in it. I've been in Java for 16 years.)

I have some ideas on improvements, but I'll save them for later after I become more familiar with the tool.

For now, just wanted to say Thanks! And also thanks to you and DLPB for the Beacause project, I've watched this off and on over the years and I'm gaining interest in it again.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: picklejar on 2015-11-28 17:59:09
Just wanted to say thanks again to Luksy for touphScript and to DLPB for Beacause. They really helped my project come together:

"Learn Japanese from Final Fantasy VII" (http://forums.qhimm.com/index.php?topic=16481.0)
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2015-12-14 11:40:41
ı click touchscript.exe then dump enter but nothing happens where is text files. it says the file needed then enter. I cant readed complete that it saying.  log file is empty.

My pc is laptop and I use; windows 10 64 bit and I have ff7 steam version

edit log.file says; Unknown ini key: dump_l
Unknown ini key: dump_t
 
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2015-12-15 08:24:31
sorry it flood but should anyone look this title?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2015-12-15 14:51:25
ts will only work on the English game.  Are you using the English Steam?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2015-12-15 15:24:17
you saying steam must be english language? because, I play ff7 english
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: picklejar on 2015-12-15 22:38:20
Q1: What's your installation directory? (For example, give full path to one of the LGP files?)
Q2: Are you running as Administratir? (not sure if this is required, but can't hurt)
Q3: Did you modify the touphscript.ini file? If so, can you post  the whole thing?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2015-12-15 22:48:27
I'm not sure when Luksy added support for automatic Steam checking rather than manually entering paths - but the current version I have now needs to be uploaded soon regardless.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: picklejar on 2015-12-15 22:53:22
The version in the first post is pretty old. It checks registry settings though. But output is not XML, like the latest is (I think Luksy said that)
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2015-12-16 02:59:20
Yeah I really need to update this, bit busy right now but I'm on vacation starting Saturday so hopefully I can work on it a little then.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2015-12-16 09:02:35
Q1: What's your installation directory? (For example, give full path to one of the LGP files?)
Q2: Are you running as Administratir? (not sure if this is required, but can't hurt)
Q3: Did you modify the touphscript.ini file? If so, can you post  the whole thing?

a-1) FF7 Folder; D/Games/Steam/Steamapps/Common/Final Fantasy 7
I transferred lgp files to desktop (C/Users/D/Desktop/FF7 Editing)
a-2)Yes
a-3)Yes and change steam language to english
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2015-12-16 12:16:56
Post your ini file just in case.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2015-12-16 12:41:54
ini files;

# Strip unused text
text_strip = 1

# Strip unused scripts
script_strip = 1

# Insert missing windows.
# Reuses previous window id values if available,
# otherwise defaults are x = 80, y = 80, w = 150, h = 57
window_patch = 1

# Various script patches, will only work on original English field scripts to avoid conficts

# In case question lines need to be modified in main script 3
ealin_2 = 1
# Enable extra Barret cutscene later on in gonjun1
chrin_2 = 1
# Enables original clock minigame difficulty
kuro_4 = 1
# Activate village elder extra dialogue immediately after other two
# (instead of having to ask 10 times)
goson = 1
# Enable old guy's 3 random dialogues (only 2 shown normally).
elmin4_2 = 1
# Enable Aerith's dialogue when attempting to pass
# before Kalm (uses Tifa's without)
psdun_2 = 1
# Change Tifa & Aerith's lovepoints check to > 40 (was > 120)
gongaga = 1
# Fix Barret infinite lovepoints bug
# (gives +6 points if you hear him out to the end, otherwise none)
cosin1_1 = 1
# Fix Tifa infinite lovepoints bug
blin67_2 = 1
# Modify battle game odds, shorten game to 5 rounds
# & fix battle end after 4th opponent.
games_2 = 1
# Enable extra cutscene (text needs to be copied over from PSX version)
mtcrl_9 = 0
# Insert extra Barret dialogue if not in party when receiving PHS
elminn_1 = 1
# Change when TV dialogues appear
min51_1 = 1
# Fixes movie end chopping
lastmap = 1
# Patches question var in case mods change it
frcyo = 1
# Fixes menu access bug after talking with Yuffie
fship_4 = 1


# Dump window parameters with text
# (where available)
dump_x = 0
dump_y = 0
dump_w = 0
dump_h = 0
dump_l = 0
dump_t = 0
dump_question = 0

# Force character name widths to width of value
# (not recommended for redistribution)
# cloud = Cloud
# barret = Barret
# tifa = Tifa
# aerith = Aerith
# redxiii = Red XIII
# yuffie = Yuffie
# caitsith = Cait Sith
# vincent = Vincent
# cid = Cid

# Override paths
# text = "C:\Users\D\Desktop\FF7 Editing\text\"
# flevel = "C:\Users\D\Desktop\FF7 Editing\flevel.lgp"
# world = "C:\Users\D\Desktop\FF7 Editing\world_us.lgp"
# scene = "C:\Users\D\Desktop\FF7 Editing\scene.bin"
# kernel = "C:\Users\D\Desktop\FF7 Editing\kernel.bin"
# kernel2 = "C:\Users\D\Desktop\FF7 Editing\kernel2.bin"
# window = "C:\Users\D\Desktop\FF7 Editing\window.bin"
# exe = "C:\Users\D\Desktop\FF7 Editing\ff7.exe"

touphScript location;
C:\Users\D\Desktop\FF7 Editing\touphScript
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2015-12-16 14:09:17
# text = "C:\Users\D\Desktop\FF7 Editing\text\"

< the hash (#) at the start means it will not be used.  You need to remove hash if you want these paths to be used.
Quote
text = "C:\Users\D\Desktop\FF7 Editing\text\"
flevel = "C:\Users\D\Desktop\FF7 Editing\flevel.lgp"
world = "C:\Users\D\Desktop\FF7 Editing\world_us.lgp"
scene = "C:\Users\D\Desktop\FF7 Editing\scene.bin"
kernel = "C:\Users\D\Desktop\FF7 Editing\kernel.bin"
kernel2 = "C:\Users\D\Desktop\FF7 Editing\kernel2.bin"
window = "C:\Users\D\Desktop\FF7 Editing\window.bin"
exe = "C:\Users\D\Desktop\FF7 Editing\ff7.exe"
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2015-12-16 14:41:49
# text = ".\text\"

and it gave me
Unknown ini key: dump_l
Unknown ini key: dump_t

change system language maybe help? Because, My system language not english
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2015-12-16 14:46:55
I don't think those 2 options are used anymore.  You can delete them from ini.

The ini you have there is old.  You;re better off using this one >

Code: [Select]
# Strip unused text
text_strip = 1

# Strip unused scripts
script_strip = 1

# Insert missing windows.
# Reuses previous window id values if available,
# otherwise defaults are x = 80, y = 80, w = 150, h = 57
window_patch = 1

# Various script patches, will only work on original English field scripts to avoid conficts

# Dump window parameters with text
# (where available)
dump_x = 0
dump_y = 0
dump_w = 0
dump_h = 0
dump_sp = 0
dump_question = 0

# Force character name widths to width of value
# (not recommended for redistribution)
# cloud = Cloud
# barret = Barret
# tifa = Tifa
# aerith = Aerith
# redxiii = Red XIII
# yuffie = Yuffie
# caitsith = Cait Sith
# vincent = Vincent
# cid = Cid

# Override paths
text = "C:\Users\D\Desktop\FF7 Editing\text"
flevel = "C:\Users\D\Desktop\FF7 Editing\flevel.lgp"
world = "C:\Users\D\Desktop\FF7 Editing\world_us.lgp"
scene = "C:\Users\D\Desktop\FF7 Editing\scene.bin"
kernel = "C:\Users\D\Desktop\FF7 Editing\kernel.bin"
kernel2 = "C:\Users\D\Desktop\FF7 Editing\kernel2.bin"
window = "C:\Users\D\Desktop\FF7 Editing\window.bin"
exe = "C:\Users\D\Desktop\FF7 Editing\ff7.exe"

If you want to preserve the window scrolling on certain dialogue boxes, also enable dump_h = 1  when decoding.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2015-12-16 18:47:53
thanks i tried but nothing happens the program close and log file is empty. should i change system language?

edit: i tried that too, anybody shows images or video this programs using?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2015-12-17 08:08:52
i found errors but i cant solved;
it says file read/write error, check permissions and read only flag.

Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: picklejar on 2015-12-18 00:49:24
I got that error message before. It was not a problem with file permissions, it was a problem where it was not reading from the file that I thought. There might be a bug if you try to specify a custom location or use a copy of the installed files. The only way I could get it to work was to NOT specify a custom location. It will read the registry settings and find the files in the place where you installed the game.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2015-12-18 08:08:35
i installed D drive. how to edit registry files? I think, regedit, but how? 
edit: i found and gave full read but nothing changes also i reinstalled games.

if you have touphscript and installed ffvıı please show me a short video or with images.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2015-12-19 16:18:32
i deleted ff7 register i start new game but no registry keys in regedit.

touphscrith gave me this error now; FFVII app path not found in registry, using local directory
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2015-12-30 13:13:40
sorry but my touphscript problem still going ı tried many times i reinstalled games for 5-6 times (without mods) i changed pc language (turned english) i changed steam language to english. i edited permissions (have full control inclueded regedit, ff7 steam folder) but touphscript always give me permissions error. please help. Where is my mistake?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2015-12-31 12:48:27
please anyone look at this thread? and one more thing in first page syas 1.3.0 but no 1.3.0 is 1.2.9
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2016-01-04 00:24:00
Please wait for next tS version, since current will not work with R04.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2016-01-04 09:16:04
thanks for making these tools. sorry for floods. by the way what is r04?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: ProtomanZxAdvent on 2016-01-09 22:47:46
Please wait for next tS version, since current will not work with R04.
so what is the % until the next release
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2016-01-09 23:53:14
so what is the % until the next release

Not my program.  But Luksy has the latest version and is working on it :)
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2016-01-10 10:37:57
then we wait for lusky's answer.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: BaconCatBug on 2016-01-13 13:58:34
Is there a way to decode only a single file at a time?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2016-01-14 16:17:41
Nope.  That was something that's been requested :) 
Title: Re: [FF7] Text editor - touphScript (v1.3.1)
Post by: DLPB on 2016-04-05 20:23:35
Until Luksy releases his latest version - this one will have to suffice. It works with Reunion R04 and the English Steam version [I can't remember whether you have to override the paths in the ini or not].  It has the following issues (or things missing that could make it better):

http://forums.qhimm.com/index.php?topic=11944.msg215796#msg215796

Download HERE (https://drive.google.com/file/d/0B3Kl04es5qkqRDJZclFVSU1hd2M/view)
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2016-04-25 12:41:53
hey thanks finally working.

ff7.exe.txt kernel0-1.txt is empty is it normal?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2016-04-25 14:31:11
hey thanks finally working.

ff7.exe.txt kernel0-1.txt is empty is it normal?

01_kernel.txt will have 3 entries only. Assuming you used correct path to it.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2016-04-25 23:11:55
log file says;

Registry values found:SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\{141B8BA9-BFFD-4635-AF64-078E31010EC3}_is1
Registry values found:SOFTWARE\Square Soft, Inc.\Final Fantasy VII
Error creating spacing table
Couldn't dump scene: converting to scene failed, basic_ios::clear: iostream error
Couldn't dump kernel: basic_ios::clear: iostream error
Couldn't dump kernel2: basic_ios::clear: iostream error
Couldn't dump exe: basic_ios::clear: iostream error
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2016-05-09 10:28:26
anyone tell me is there any problem this (up message) log file says? Or how to solve?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: Sundaybrawl on 2017-06-11 09:44:11
I came across this and it's amazing! Although I have a small (Not so small) issue.

When I go to encode the files again, the log says "Couldn't encode exe: 6: Unknown sequence "
Not too sure what it really means, it's the only issue I've had so far.

Any help would be greatly appreciated!​
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-06-11 16:29:27
It means probably that line 6 of the corresponding text file 0_ff7.exe  has a bad character there that cannot be encoded.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: Topaz Light on 2017-06-15 04:42:54
I'm having some issues getting touphScript to successfully dump the files.

Here's my .ini file:
Spoiler: show
# Strip unused text
text_strip = 1

# Strip unused scripts
script_strip = 1

# Insert missing windows.
# Reuses previous window id values if available,
# otherwise defaults are x = 80, y = 80, w = 150, h = 57
window_patch = 1

# Dump window parameters with text
# (where available)
dump_x = 0
dump_y = 0
dump_w = 0
dump_h = 1
dump_sp = 0
dump_question = 0

# Force character name widths to width of value
# (not recommended for redistribution)
# cloud = Cloud
# barret = Barret
# tifa = Tifa
# aerith = Aerith
# redxiii = Red XIII
# yuffie = Yuffie
# caitsith = Cait Sith
# vincent = Vincent
# cid = Cid

# Override paths
text = .\text\
flevel = "C:\Users\Cathy\Desktop\Gene's Personal File\Hacking\Final Fantasy VII Text Editing\flevel.lgp"
world = "C:\Users\Cathy\Desktop\Gene's Personal File\Hacking\Final Fantasy VII Text Editing\world_us.lgp"
scene = "C:\Users\Cathy\Desktop\Gene's Personal File\Hacking\Final Fantasy VII Text Editing\scene.bin"
kernel = "C:\Users\Cathy\Desktop\Gene's Personal File\Hacking\Final Fantasy VII Text Editing\kernel.bin"
kernel2 = "C:\Users\Cathy\Desktop\Gene's Personal File\Hacking\Final Fantasy VII Text Editing\kernel2.bin"
window = "C:\Users\Cathy\Desktop\Gene's Personal File\Hacking\Final Fantasy VII Text Editing\window.bin"
exe = "C:\Users\Cathy\Desktop\Gene's Personal File\Hacking\Final Fantasy VII Text Editing\ff7.exe"


And here's the .log file:
Spoiler: show
Registry values found:SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 39140
No FFVII installation found
Error creating spacing table
Cannot read / error reading flevel
Couldn't dump world_us: basic_ios::clear: iostream error
Couldn't dump scene: converting to scene failed, basic_ios::clear: iostream error
Couldn't dump kernel: basic_ios::clear: iostream error
Couldn't dump kernel2: basic_ios::clear: iostream error
Couldn't dump exe: basic_ios::clear: iostream error


Nothing in the .ini file looks out of place to me, so I'm not sure what's causing the problem, other than perhaps something to do with "No FFVII installation found" in the .log file.

But then, I'm also not an expert on this program or on hacking/modding in general, much less for Final Fantasy VII specifically.

I am working with the 2012 Steam release. If it matters, I installed and then uninstalled version R05c of some of the Reunion patches—Beacause+Menu Enhancement and minigame fixes, I believe—before attempting this.

Does anybody have any idea what the issue might be, and how it could be fixed?

Thank you very much in advance for your time!
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-06-15 11:29:44
Remove the " " around the paths.

Also, your game should not be installed to the desktop, Cathy.  Not a good idea.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: Topaz Light on 2017-06-15 12:53:38
Oh.

Well, thank you! I feel a bit silly now.

Also, I'm not actually Cathy; this computer used to be my mother's, and that's something haven't really gotten around to changing yet.
Don't worry, the game isn't installed there! Those files are copies for editing, to mitigate the risk of messing anything up if something somehow goes wrong.

Thanks again!
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-06-15 16:22:35
Ah, well in that case, Well done ;)
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: Vykthor13 on 2017-07-29 05:01:15
Hey there! I know this post is over a month without anyone posting, but I'm not sure if I should make a new topic for this.

So, I have an issue with the tool. After reading a few of the previous posts, I could solve most of my problems, except one, "No FFVII installation found". I use the Steam version, and all texts were dumped properly (I assume). I thinks I should also mention that I have Reunion installed.

So here's my ini file:
Spoiler: show

# Strip unused text
text_strip = 1

# Strip unused scripts
script_strip = 1

# Insert missing windows.
# Reuses previous window id values if available,
# otherwise defaults are x = 80, y = 80, w = 150, h = 57
window_patch = 1

# Dump window parameters with text
# (where available)
dump_x = 0
dump_y = 0
dump_w = 0
dump_h = 1
dump_sp = 0
dump_question = 0

# Force character name widths to width of value
# (not recommended for redistribution)
# cloud = Cloud
# barret = Barret
# tifa = Tifa
# aerith = Aerith
# redxiii = Red XIII
# yuffie = Yuffie
# caitsith = Cait Sith
# vincent = Vincent
# cid = Cid

# Override paths
text = .\text\
flevel = C:\Program Files (x86)\Steam\SteamApps\common\FINAL FANTASY VII\data\field\flevel.lgp
world = C:\Program Files (x86)\Steam\SteamApps\common\FINAL FANTASY VII\data\wm\world_us.lgp
scene = C:\Program Files (x86)\Steam\SteamApps\common\FINAL FANTASY VII\data\lang-en\battle\scene.bin
kernel = C:\Program Files (x86)\Steam\SteamApps\common\FINAL FANTASY VII\data\lang-en\kernel\kernel.bin
kernel2 = C:\Program Files (x86)\Steam\SteamApps\common\FINAL FANTASY VII\data\lang-en\kernel\kernel2.bin
window = C:\Program Files (x86)\Steam\SteamApps\common\FINAL FANTASY VII\data\lang-en\kernel\window.bin
exe = C:\Program Files (x86)\Steam\SteamApps\common\FINAL FANTASY VII\ff7_en.exe


And the only line in my log file is this:
"No FFVII installation found"

Anyhow, sorry if I shouldn't have "revived" this post, and any help is appreciated. Thanks in advance!

Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-08-21 16:09:05
Latest link is here:

https://goo.gl/tAs8Vo
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: Kimsiudog on 2017-08-31 06:17:28
with this tool can i get the real sephiroth into party without game crash? i know theres lot of sephiroth mod out there but i want the real sephiroth not the skin replace one. how do i change the story script to include sephy into party?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-08-31 11:56:01
ı think not this is translator tool that translating ff7 other language like spanish, chinese, etc. You need other tools that ı dont know which tool useful for you.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-10 14:51:54
I want translate FF Vii steam, what should i do?
Please tell me where i need to start
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-09-10 15:09:39
download touphscript then start encode  then back up text files like named original folder then start translate dont scrool; (if original file line 284 translated file line should be 284) I think back up both translated and original text folder. Because there are too many files.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-10 16:38:25
i run touphscript and it said: Cannot open registry
i use FF VII steam cracked, download on thepiratebay
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2017-09-10 16:42:54
i run touphscript and it said: Cannot open registry
i use FF VII steam cracked, download on thepiratebay

Sorry, touphScript doesn't support pirate languages.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-09-10 16:43:45
i run touphscript and it said: Cannot open registry
i use FF VII steam cracked, download on thepiratebay

Do you think that could be the problem?  Why are you posting a bug report here when your issue has nothing to do with this program.  It's to do with your cracked copy.  Now you've wasted everyone's time.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: Covarr on 2017-09-10 16:59:30
i run touphscript and it said: Cannot open registry
i use FF VII steam cracked, download on thepiratebay
Read the rules and you might have better luck.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-11 14:35:10
Sorry for my fault.
I just want to know how to use your program.
Finally i can dump with origin PC version (i'm not sure about steam version, so i haven't purchased it yet), thanks
And ... if you don't mind, could you please tell me the way to display text like "â ơ ê ô", i want translate ff7 into my language
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: Covarr on 2017-09-11 16:41:20
We have a forum policy of not assisting users of pirated copies of Final Fantasy games at all. If you want anybody to help you, you will need to buy the game and provide proof. We will not help IN ANY WAY before that.

Edit: He bought the game. Unwarned, is now eligible for help.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-12 19:10:47
 i want translate ff7, please tell me how to encode text like "â ơ ê ô"
I dump and edit with English word, it encode ok; when I type something like "â ơ ê ô", it encode but no change
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-09-13 09:07:33
This forum dont help illegal final fantasy games ı have -13 because ı ask a questio about ff x international that very very simple than your question and ı got -13 rep. Then ff x hd came steam and ı bought. Now ı have all ff games except not come pc or online.

Edit; you bought game. Which language that you want to translate.

Anyway my question; is possible prevent touphscript illegal or gog ff7. I dont want anyone use my ff7 translation that have not original steam ff7. Translation is free of course but cannot use illegal or gog ff7.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-13 14:23:53
I want to translate into Vietnamese.
I know illegal is an important think, but the money is a problem too.
FF7 is associated with my childhood  so i want do something with it. The first time i translate a game, i don't know where to start.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-09-13 15:07:23
That may be a problem.  The font likely doesn't have full vietnamese alphabet.  You will need to alter that, which is a bit of a pain.  But until then, you can use touphscript to alter the English steam version.  You just open ts, decode, alter text files it creates (usually touphscript places them in a folder called Text), open ts, encode.  See the help file.

You can also use Makou Reactor from tools to alter text, but it's harder for that purpose.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-13 17:29:11
Thanks, i know how to use ts but the big problem is altering font for display vietnamese alphabet :(
I search almost topic in qhimm about translate but no luck, what should i do.
--
Another thing i want to ask, can i jump into any position in game to test changed text or something like that?
----
After hours of searching, i found out need dump window.bin with Hack7 to get TIM
(https://i.imgur.com/hEdh0Ss.png)
i see some vietnamese character in there, i think it can display without change anything.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2017-09-13 19:42:41
I doubt it's going to be possible without restoring the Japanese multiple font tables (although the code to do so may already be in the PC version), just the uppercase and lowercase vowels with diacritics in Vietnamese would need 144 different characters as FFVII doesn't support combinational diacritics.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-09-13 19:54:05
window.bin isn't where the main font is.  It's in menu.lgp - and I think that's the font for both menu and dialogue in there.  A member called Ilducci is good at changing the font.  Or you can convert Steam to 1998 and use png files. But due to what Luksy is saying, it would be a complete pain either way.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: Mcindus on 2017-09-14 00:56:47
If only there was some sort of tool like this for FF8 .... I want to change Squall's "whatever"s
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-09-14 01:27:45
Doesn't Deling let you do that?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-14 03:57:53
window.bin isn't where the main font is.  It's in menu.lgp - and I think that's the font for both menu and dialogue in there
I will try like you say.
After searching Ilducci, I found this http://forums.qhimm.com/index.php?topic=16924.0 (http://forums.qhimm.com/index.php?topic=16924.0)
----
Finally i found the way to display custom alphabet, it still change in window.bin. Redraw not use character in *.tim
But I think it's not a good way because i cannot type exactly the charater i want, i must type the original character and it will show the replacement character. It may be confusing when transalte.
--
I install FF7 steam on D drive and ts can't dump anymore, why????
"Registry values found
No FFVII installation found"
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-09-16 07:49:29
Usually means steam isnt installed right.  But instead, alter the actual paths in the ini file.  Use the paths.  Set them correctly without the " " .
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-16 09:38:26
Wow, thanks, i remove " " and it work
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-09-19 20:21:23
still ı cant solve this errors;
bugin1a: Error in entry n 12: Unexpected end of string
md8_5: Error in entry n 1: Unknown var
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-09-20 04:34:42
you've used poor formatting that ts doesn't understand.  bugin1a probably ends with a {NEW} in one of the entries without text after it. 

Md8_5 line 1 has an unknown var... like {CLOUUD} instead of {CLOUD} and so on.

Count the lines.  It's telling you which line the error is on.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: halkun on 2017-09-20 10:50:29
Yup the blank spot on the bottom below is where the Japanese fonts are banked-switched in. You will need that functionality, but we never examined CKJ support.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-20 17:22:36
Does ts have any option to not remove character which is not in this table http://wiki.qhimm.com/view/FF7/Text_encoding
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-09-20 17:41:43
No.  It's made for use only with the English game. The source code is there for download if you can code.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-20 19:25:19
How can i compiled with MinGW? I run g++, it show a lot of errors.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-09-21 09:30:22
ı solved md8_5 but bugin1a line12 just h3 here look at yourself. I put both of translated and original bugin1a

https://uploadfiles.io/elbhd
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-09-21 09:41:35
I don't see a problem there so perhaps this is a problem with ts or your file has become corrupted somehow.  Does it encode ok with the original text file?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-09-21 11:30:54
nope no bugin1a error original file. Just letter errors (not supporting chars like ş-ğ) and too much chars errors for 0_ff7.exe.txt Btw; is it possible prevent touphscript use cracked final fantasy 7. I dont want to use my translation that anyone who didnt buy FF7 from steam.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-09-21 11:53:20
nope. It's not the job of a tool to start putting restrictions on where it can be used.  And it wouldn't matter, because the files could just be uploaded whole.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-09-21 12:25:54
ı think need a programming for ts using prevent cracked ff7. Anyway what about bugin1a? If I reedit bugin1a from beginning works?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-09-21 12:33:47
It wouldn't matter for the reason I just gave, and ts is open source. I don't know why you have that issue, but Luksy will prob be along at some point :)
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-09-21 13:40:35
ı will check bugin1a ingame controller after finishing kernel2 checking maybe error no effect game but ıdk  for now.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-21 23:11:09
i build in MinGW and get these errors:
Code: [Select]
C:\Users\Ti\AppData\Local\Temp\cc8BeNFJ.o:kernel.cpp:(.text$_ZN2ts4gzip10decompressERKSt6vectorIhSaIhEEj[__ZN2ts4gzip10decompressERKSt6vectorIhSaIhEEj]+0xa6): undefined reference to `inflateInit2_'
C:\Users\Ti\AppData\Local\Temp\cc8BeNFJ.o:kernel.cpp:(.text$_ZN2ts4gzip10decompressERKSt6vectorIhSaIhEEj[__ZN2ts4gzip10decompressERKSt6vectorIhSaIhEEj]+0xbd): undefined reference to `inflate'
C:\Users\Ti\AppData\Local\Temp\cc8BeNFJ.o:kernel.cpp:(.text$_ZN2ts4gzip10decompressERKSt6vectorIhSaIhEEj[__ZN2ts4gzip10decompressERKSt6vectorIhSaIhEEj]+0xcd): undefined reference to `inflateEnd'
C:\Users\Ti\AppData\Local\Temp\cc8BeNFJ.o:kernel.cpp:(.text$_ZN2ts4gzip8compressERKSt6vectorIhSaIhEE[__ZN2ts4gzip8compressERKSt6vectorIhSaIhEE]+0x106): undefined reference to `deflateInit2_'
C:\Users\Ti\AppData\Local\Temp\cc8BeNFJ.o:kernel.cpp:(.text$_ZN2ts4gzip8compressERKSt6vectorIhSaIhEE[__ZN2ts4gzip8compressERKSt6vectorIhSaIhEE]+0x11d): undefined reference to `deflate'
C:\Users\Ti\AppData\Local\Temp\cc8BeNFJ.o:kernel.cpp:(.text$_ZN2ts4gzip8compressERKSt6vectorIhSaIhEE[__ZN2ts4gzip8compressERKSt6vectorIhSaIhEE]+0x12d): undefined reference to `deflateEnd'
C:\Users\Ti\AppData\Local\Temp\ccNVllCy.o:touphScript.exe.cpp:(.text+0x7bee): undefined reference to `[email protected]'
C:\Users\Ti\AppData\Local\Temp\ccNVllCy.o:touphScript.exe.cpp:(.text+0x7cf0): undefined reference to `[email protected]'
what should i do?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2017-09-22 05:28:01
I can see two issues there, you don't have libz installed, and you're using an ancient version of mingw, try this it should fix both errors

https://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win64/Personal%20Builds/mingw-builds/7.1.0/threads-posix/seh/x86_64-7.1.0-release-posix-seh-rt_v5-rev2.7z/download
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-22 16:20:10
where can i get libz?
I used mingw in the link and it got the same error.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2017-09-22 16:44:21
libz is included with mingw-w64, I'll try and compile when I get back home just to make sure nothing has broken in the years since ts was released.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-09-22 17:04:06
Lusky my some friends have a problem about ts. When they encode ts they get regedit error and ts not install? İs ff7 save necessary for ts or how to solve? I share my regedit for ff7 with them then they edit but didnot work.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2017-09-22 20:13:11
@red_evilspirit
download this http://www.winimage.com/zLibDll/zlib123dllx64.zip, extract the x64 dll and rename it to zlib1.dll, and put it in the same folder as touphscript source. Also please use the makefile to compile, i.e. run mingw32-make in the source directory.

@kenichi
If ts can't find the files by using the registry values you'll need to use the config file to override them, check the paths in touphscript.ini
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-23 01:15:13
It still got that error: Errors list (https://drive.google.com/file/d/0B5quJ_Vvn4hKdXdVclhjMldWZ00/view)
My makefile: Makefile (https://drive.google.com/file/d/0B5quJ_Vvn4hKaExkZ1FZNU93NjQ/view)
----------
Anyway i ported ts to visual studio for easily debugging.
This is original text (https://i.imgur.com/3HRMQxl.jpg)
This happen when i put uft8 character into text file image (https://i.imgur.com/L1VMJkC.jpg)
What should i do to keep original uf8 character
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2017-09-23 05:38:11
I don't use VS so I'm not sure I can help, but why are you linking libz.a and not zlib1.dll?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-09-23 08:31:42
another tip; use notepad ++ if original file 250 line translated file must 250 line too.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-23 08:37:51
actually, vs and g++ are the same, the different is vs have UI.
Finally i can link libz.a with this syntax:
Code: [Select]
LDLIBS :=  -L/ -lz -lshlwapi -lShell32But i got another error:
Code: [Select]
x86_64-w64-mingw32/bin/ld.exe: i386 architecture of input file `touphScript.exe.res' is incompatible with i386:x86-64 output
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2017-09-23 08:43:07
You've compiled the resource file with the 32 bit version of windres.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-23 09:02:04
No, I use mingw64 which you gave me, maybe you compiled with 32bit ;D.
I remove old touphScript.exe.res and compile again,  now i get touphScript.exe.
Could you tell me how to do with character like ọ ế ớ ...
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2017-09-23 09:28:37
The source distribution doesn't contain a compiled resource file. As for the characters, like I said before you're going to first need to find out if the PC version of FF7 still supports multiple font tables, otherwise it's a hopeless endeavour for Vietnamese unless you want to go into the assembly and lose your mind like DLPB.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-09-23 09:30:52
 :'(
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-23 17:43:51
I give up on inputting utf8 character. It's too complicated to modify source.
String can not store uft8, only ascii table.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2017-09-23 18:25:46
If it were only a few characters all you need to do is edit ffstring.cpp, which has the font table (which is in utf8), but due to the number of characters you need for Vietnamese one table is not enough.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-24 02:24:00
I see that table, but the problem is:
- ASCII is 2 byte so string type can store character one by one. And all ASCII character in ffstring.cpp, so i can't add more
- utf8 is 4 byte, string type split one character to two so i lost original character.
If i modify source from string to wstring, editing all function may be a bad choice:(
-----
I think even when i can input uft8 character, it doesn't mean ff7 system can read that. Unless ff7 have font file like .OTF, .TTF or .FNT
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2017-09-24 05:53:49
I'm not sure you've understood, but I'll try again:
-The character table in FFVII is fixed at 256 characters, some of these cannot be modified because they are expanded to things like characters names
-You can easily replace most of the characters in the table with whatever utf8 character you like, it doesn't matter whether it occupies 1, 2, 3, or 4 bytes. These will be used by touphscript when scanning text to map a character to FFVII's single byte encoding.
-The Japanese version of FFVII had multiple font tables, these were selected using a 2-byte sequence, the PC version may still retain this functionality
-You might be able to squeeze the Vietnamese alphabet, digits, and punctuation into the table by replacing the characters you don't need, the total number of user characters available in the table are about 210, otherwise you'll need multiple tables like Japanese

N.b.: ASCII is a 1-byte encoding, in fact it can be packed into 7 bits; utf8 is a variable width encoding, from 1-4 bytes, but this has nothing to do with editing the character table in touphscript.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-24 08:19:47
I understand the way which replacing characters in the table.
---
As you say "utf8 is a variable width encoding, from 1-4 bytes",
i see stdString2Text() in source code,  it read all characters one by one so when reaching utf8 character it throw error. ts doesn't accept utf8 character when reading from text.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2017-09-24 08:33:24
It absolutely does read utf8 characters otherwise it simply wouldn't work. I'm guessing your issue is your trying to get it to read characters that aren't in the character table.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-24 11:34:36
I'm guessing your issue is your trying to get it to read characters that aren't in the character table.
Correct.
but in c++ language, string type only can store ascii.
I think even i can put vietnamese into flevel file, there is no way to force ff7 system recognize new symbol.
I should accept that from beginning :( i have spent two week for nothing.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2017-09-24 12:08:48
Correct.
but in c++ language, string type only can store ascii.
I think even i can put vietnamese into flevel file, there is no way to force ff7 system recognize new symbol.
I should accept that from beginning :( i have spent two week for nothing.

C++ doesn't care what you put in a standard string, it's a glorified vector, the encoding of the characters that take up the bytes of a string is no concern.

You haven't yet grasped that ffvii has its own text encoding, touphscript handles converting between utf8 and the ffvii format.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-24 12:47:25
You haven't yet grasped that ffvii has its own text encoding, touphscript handles converting between utf8 and the ffvii format.
I know the thing you say.
But ts only call process a part of utf8, if you debug with vietnamese character you'll see that.
before ts convert character to vector, it must read character from text file. In source code, ts use string type to store character. It can not handle some character like ọ, ư, ơ.
I can modify readText function, using wstring to store vietnamese character, but can't convert back to byteVec in stdString2Tex function
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: luksy on 2017-09-24 13:45:24
Ts can only process the characters you give it in the charMap in ffstring.cpp, because those are the only ones available in the font.

As we've been trying to tell you all week, if you want Vietnamese you'll need to both patch the character map, and the font. How ts processes the characters has got nothing to do with it, seriously just try replacing one of the characters in charMap with "ọ", and try using ọ in one of the text files, it simply works, I just tried. It still won't show up in the game until you replace the same character in the font.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-26 15:50:38
it's my fault. if compiling ts on vs, it can't read utf8.
now i can replace character with ts, but i don't know why ff7 don't use font in window.bin anymore.
I redraw font in window.bin, Makou_Reactor can read it but ff7 still show original character.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-09-26 16:08:30
I've told you.  It's in menu.lgp on PC version NOT Window.bin.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-26 16:25:04
what is happened  :'(
A few day before, ff7 still can read
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-09-27 15:37:45
ı translated 0_kernel2.bin.txt about %50 and ı play the game how to see working but its english. For example I translated potion, hi potion mostly armors, weapons description, materia name etc but still english. Why?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-09-27 15:41:25
Because you need to change them in all the field files too.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: red_evilspirit on 2017-09-30 02:43:05
I lost font color when putting font image back to menu.lgp. What program should i use to keep all color?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-10-02 21:19:06
That's not a question for this thread.  And I don't know :)
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: bidaum on 2017-10-03 16:50:03
I've found after trying to fumble my way through this today on the steam install that the readme could really do with an actual install guide as.. there no info on where it should actually be installed or how to update ini for non standard directories etc etc.

Hell could make it even easier by just allowing this way
Under a default setup you would be able to do the following:
1. Extract content to {ff7-install-directory}/touphscript/ (and put in readme to do so)
2. Run touphscript.exe
3. Select between steam version and 1998
4. auto-updates touphscipt.ini
5. d to decode
6. go to touphscipt/text/ to modify the text
7.  rerun touphscipt.exe
8. e to encode
9. takes a copy of bins/lgps into touphscript/backups
10. encodes

Also.. I'm not actually getting anywhere trying to run the extract..

Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-10-03 16:55:16
There is no installation. It doesn't get any simpler than just editing an ini or running program, using "d" then editing files and running with "e".   
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: bidaum on 2017-10-03 16:59:28
Well I've got an issue then.

touphscript is extracted to e:\touphscript

ff7 is installed in E:\Games\SteamLibrary\SteamApps\common\FINAL FANTASY VII

my ini is as so:
text = ".\text\"
flevel = "E:\Games\SteamLibrary\SteamApps\common\FINAL FANTASY VII\data\field\flevel.lgp"
world = "E:\Games\SteamLibrary\SteamApps\common\FINAL FANTASY VII\data\wm\world_us.lgp"
scene = "E:\Games\SteamLibrary\SteamApps\common\FINAL FANTASY VII\data\lang-en\battle\scene.bin"
kernel = "E:\Games\SteamLibrary\SteamApps\common\FINAL FANTASY VII\data\lang-en\kernel\kernel.bin"
kernel2 = "E:\Games\SteamLibrary\SteamApps\common\FINAL FANTASY VII\data\lang-en\kernel\kernel2.bin"
window = "E:\Games\SteamLibrary\SteamApps\common\FINAL FANTASY VII\data\lang-en\kernel\window.bin"
exe = "E:\Games\SteamLibrary\SteamApps\common\FINAL FANTASY VII\ff7.exe"

tried both with and without speech marks

When I run the decode I get nothing in ./text/ and a 0kb log.txt file

I tried the software a long time ago and kinda gave up cause ended up with the same issue then of... nothing happening :(

I also just want to apologise if I seem a bit curt. been racking my brains for the past hour trying to work out whats not working.

Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: bidaum on 2017-10-03 17:24:10
I also just tried moving the files themselves from the steam directory to the default C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII and running from there. But still getting the same results

aha... when i run it in the command line.

I get Fatal error: Cannot open registry
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-10-03 20:03:13
Usually this means that you don't have the game installed and may be using pirated version.  Is your copy genuine?
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: bidaum on 2017-10-03 20:25:06
Yep, just uninstalled and reinstalled via steam just to be sure.

TouphScript does work with the steam version right? I've gone through the thread and as far as I can tell it's supported.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-10-04 01:34:25
It is, yeah.  And if it doesn't work normally., setting paths directly without ""  should work.  verify all paths lead to actual files.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: bidaum on 2017-10-04 02:07:08
double checked

Also moved the files into the touphscript directory and tested it that way.

But still getting fatal error cannot open registry.

exact cmd line copy below

Code: [Select]
C:\Windows\system32>e:

E:\>cd e:\TouphScript

e:\TouphScript>touphScript.exe

touphScript v1.2.9 --- a FFVII text editor

(d)ump or (e)ncode?
d
Fatal error: Cannot open registry

My ini is below with all file paths verified
Code: [Select]
# Override paths
 text = e:\touphscript\text\
 flevel = e:\touphscript\data\field\flevel.lgp
 world = e:\touphscript\data\wm\world_us.lgp
 scene = e:\touphscript\data\battle\scene.bin
 kernel = e:\touphscript\data\kernel\kernel.bin
 kernel2 = e:\touphscript\data\kernel\kernel2.bin
 window = e:\touphscript\data\kernel\window.bin
 exe = e:\touphscript\data\ff7_en.exe
:(
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-10-04 10:12:42
Double click the exe, makes no difference?

also, make sure you are using

https://drive.google.com/file/d/0B43luAxFZKC-dWFMZUJkS01PdzQ/view
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-10-05 12:55:03
@bidaum; rename ff7_en.exe to ff7.exe and when you play game rename again ff7.exe to ff7_en.exe and of course rename in ini file.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-10-05 13:17:31
That's wrong.  If he's using Steam, then it HAS to be ff7_en.exe  unless he has some sort of mod that's not using that name. 
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-10-05 23:48:23
ı have ff7 steam and ı dont use mod because of ts; ı tried encode ts for ff7_en.exe but ı got error then ı renamed ff7_en.exe to ff7.exe and ı tried encode again and it works.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-10-06 00:57:31
If you've set the paths, like he has above, then doing that is wrong. It won't work.  It shouldn't really work at all if you are installing to Steam.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-10-06 06:32:47
my path and works.
# Override paths
# text = .\text\
# flevel = "E:\Steam\steamapps\common\FINAL FANTASY VII\data\field\flevel.lgp"
# world = "E:\Steam\steamapps\common\FINAL FANTASY VII\data\wm\world_us.lgp"
# scene = "E:\Steam\steamapps\common\FINAL FANTASY VII\data\battle\scene.bin"
# kernel = "E:\Steam\steamapps\common\FINAL FANTASY VII\data\kernel\KERNEL.BIN"
# kernel2 = "E:\Steam\steamapps\common\FINAL FANTASY VII\data\kernel\kernel2.bin"
# window = "E:\Steam\steamapps\common\FINAL FANTASY VII\data\kernel\WINDOW.BIN"
# exe = "E:\Steam\steamapps\common\FINAL FANTASY VII\ff7.exe"
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-10-06 12:15:32
Quote
my path and works.
# Override paths
# text = .\text\
# flevel = "E:\Steam\steamapps\common\FINAL FANTASY VII\data\field\flevel.lgp"
# world = "E:\Steam\steamapps\common\FINAL FANTASY VII\data\wm\world_us.lgp"
# scene = "E:\Steam\steamapps\common\FINAL FANTASY VII\data\battle\scene.bin"
# kernel = "E:\Steam\steamapps\common\FINAL FANTASY VII\data\kernel\KERNEL.BIN"
# kernel2 = "E:\Steam\steamapps\common\FINAL FANTASY VII\data\kernel\kernel2.bin"
# window = "E:\Steam\steamapps\common\FINAL FANTASY VII\data\kernel\WINDOW.BIN"
# exe = "E:\Steam\steamapps\common\FINAL FANTASY VII\ff7.exe"

That's because all your paths above are wrong.  You have started them with #, so they will be ignored.  And you have used " ".    ::) In other words, ts is just finding your game based on the registry.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-10-07 09:51:12
hmm ı got this ı finally understand why my friends got registry error ı edited and working ı want to try my friends this settings. Just tell me; how to solve like line 620 5415874565846 char(s) too long errors?That line just 2 letters.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-10-07 12:03:58
That's a bug in ts.  It is still too long, though.  Your entry is too long.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-10-07 17:13:32
ı encode ts and ı click play ff7 then ff7_en.exe not responding then ı got an unknown exception has occurred error

edit; ı solved; ı changed ff_en.exe to ff7.exe then encode then ı renamed ff7.exe to ff7_en.exe and game working.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: Ark14 on 2017-11-16 04:29:58
Double click the exe, makes no difference?

also, make sure you are using

https://drive.google.com/file/d/0B43luAxFZKC-dWFMZUJkS01PdzQ/view

Is this the last version that works with Reunion R05c? when I open it, it shows as 1.2.9.

I'm trying to translate the exe to another language but when a encode it shows a bunch like this:

Line 118 [0_ff7.exe.txt]: 4294967284 char(s) too long.
Line 224 [0_ff7.exe.txt]: 1 char(s) too long.

I find the lines and edit then but nothing change in the log. Even if i just put 1 character.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: DLPB on 2017-11-20 08:20:18
Send the text file 0_ff7.exe.txt

If all else fails, you can place the file paths in the .ini file manually.  See the discussion above.
Title: Re: [FF7] Text editor - touphScript (v1.3.0)
Post by: kenichi on 2017-11-25 15:06:40
is there mds7_wtut in game? İt just about game mechanics like save. Anyone play FF7 see this mds7_wtut dialogues?