Author Topic: [FF7] Text editor - touphScript (v1.3.0)  (Read 71929 times)

DLPB

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #275 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.

Mcindus

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #276 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

DLPB

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #277 on: 2017-09-14 01:27:45 »
Doesn't Deling let you do that?

red_evilspirit

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #278 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
----
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"
« Last Edit: 2017-09-14 19:38:21 by red_evilspirit »

DLPB

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #279 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 " " .

red_evilspirit

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #280 on: 2017-09-16 09:38:26 »
Wow, thanks, i remove " " and it work

kenichi

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #281 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

DLPB

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #282 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.

halkun

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #283 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.

red_evilspirit

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #284 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

DLPB

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #285 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.

red_evilspirit

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #286 on: 2017-09-20 19:25:19 »
How can i compiled with MinGW? I run g++, it show a lot of errors.

kenichi

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #287 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

DLPB

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #288 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?

kenichi

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #289 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.
« Last Edit: 2017-09-21 11:36:15 by kenichi »

DLPB

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #290 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.

kenichi

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #291 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?

DLPB

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #292 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 :)

kenichi

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #293 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.

red_evilspirit

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #294 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?

luksy

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #295 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

red_evilspirit

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #296 on: 2017-09-22 16:20:10 »
where can i get libz?
I used mingw in the link and it got the same error.

luksy

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #297 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.

kenichi

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #298 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.

luksy

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Re: [FF7] Text editor - touphScript (v1.3.0)
« Reply #299 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