Do you have any means of contact?
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.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?
Can you elaborate on that a little?
The relevant "Ex-SOLDIER" is in the ff7.exe.
QuoteAlso.. apparently there is some unused "formation" data.Can you elaborate on that a little?
Ex Soldier never gets to a name screen.
Would be better if tS could edit the whole AI in the scene.bin because that way it'd be safer IMO.
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.
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.
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 tried the new version and it works like a charm.
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
touphScript v1.2.2 --- a FFVII text editor
(d)ump or (e)ncode?
d
Dumping flevel.lgp
387Fatal error: vector::_M_range_check
{AERIS}
“{CLOUD}!
“{CLOUD}!
If we continue this way,
we'll get farther and
farther away from Kalm.”
{BARRET}
“As long as we got {PURPLE}[PHS]{WHITE},
we can always reach each other.
Use it if something happens.”
16 Modern history of
{CHOICE}Midgar space program vol. 1
------------------------------
4 Midgar crime white paper
------------------------------
Hi,
I don't know if this is within touphScript's scope,
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.
D:\_Entpacktes\touphScript>touphScript eAfter some experimenting I found out then that the write protection flag was set.
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
Couldn't encode exe: Unexpected continuation byte: 2
0_ff7.exe.txt line n.89 4294967292 char(s) too longI then checked with Notepad + +, line 89 contained only 2 letters.
0_ff7.exe.txt line n.154 4294967292 char(s) too longI wanted there to insert Num. +, but it had to N. + Cut before touphScript was satisfied (4 characters).
Couldn't encode exe: Unexpected continuation byte: 9
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.
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?
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);
}
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;
}
out[i].resize(get<u32>(buf, pos));
out[i]
which is of type vector<uint8_t> to a too big length : 2408550287.#define _WIN32_WINNT 0x0502
#define WINVER _WIN32_WINNT
#define NTDDI_VERSION 0x05010300
after run and enter - d or e
Fatal error: basic_ios::clear
just a question.. where are the title screen texts hidden? ("NEW GAME" and "Continue?")
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:omg... been using wrong version... /dies
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.
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
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:
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.
Valid ranges (out of range values are silently ignored):
x / s: 0 - 304
y: 0 - 224
w: 16 - 304
h / t: 1 - 13
Character Name
“Which one?
Use {PURPLE}[LEFT]{WHITE} and {PURPLE}[RIGHT]{WHITE},
then press {PURPLE}[OK]{WHITE}.”
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}
Character Name
“Which one?
Use {L} and {R},
then press {C}.”
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
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.
# Dump Text
Exe = 1
Flevel.lgp = 1
Kernel.bin = 1
Kernel2.bin = 1
Scene.bin = 1
World_us.lgp = 1
{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
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.
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?
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"
# 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"
Please wait for next tS version, since current will not work with R04.so what is the % until the next release
so what is the % until the next release
hey thanks finally working.
ff7.exe.txt kernel0-1.txt is empty is it normal?
exe = "D:\Games\Steamapps\Common\Final Fantasy VII\ff7.exe"
exe = "D:\Games\Steamapps\Common\Final Fantasy VII\ff7_en.exe"
i run touphscript and it said: Cannot open registry
i use FF VII steam cracked, download on thepiratebay
i run touphscript and it said: Cannot open registry
i use FF VII steam cracked, download on thepiratebay
i run touphscript and it said: Cannot open registryRead the rules and you might have better luck.
i use FF VII steam cracked, download on thepiratebay
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 thereI will try like you say.
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 `_imp__HashData@16'
C:\Users\Ti\AppData\Local\Temp\ccNVllCy.o:touphScript.exe.cpp:(.text+0x7cf0): undefined reference to `_imp__HashData@16'
what should i do?LDLIBS := -L/ -lz -lshlwapi -lShell32
But i got another error: x86_64-w64-mingw32/bin/ld.exe: i386 architecture of input file `touphScript.exe.res' is incompatible with i386:x86-64 output
I'm guessing your issue is your trying to get it to read characters that aren't in the character table.Correct.
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.
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.
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
# 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
:(
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"
Double click the exe, makes no difference?
also, make sure you are using
https://drive.google.com/file/d/0B43luAxFZKC-dWFMZUJkS01PdzQ/view
That's not relevant to this tool. It's not a fault with this tool.
Reporting Posts
Only use the report button to report actual rule infractions. Do not use it to report mods or tools that don't work, missing download links, members being unable to solve your problems despite their best effort, or updates that take longer than you hoped. If you cannot cite the exact rule being broken, chances are pretty good you shouldn't be reporting the post. Abuse of the report button will lead to warnings and potential moderation.
That's because the error messages are self explanatory. Look at the lines and look at the errors.
# Dump Text
Exe = 1
Flevel.lgp = 1
Kernel.bin = 1
Kernel2.bin = 1
Scene.bin = 1
World_us.lgp = 1
Is it the English version of the game
What is the full log showing
You should have used google drive or something. I have to wait 59 min for another download.
I need your log - i need to know the errors that are being reported as well. Clearly youre using characters it doesnt like. You cant use all and every character.
I'll look into it for you. It's weird the log doesn't show error - so maybe ts needs an update for that too.
< Also this site tried to make me buy something. Opened a ton of tabs and Paypal. Make sure you don't use it again - use Google Drive :)
I'd say wait until R06... as usual. And use that to translate with along with ts.
Your problem there is changing text ts can access but that reunion /7h etc is also writing to memory. Probably.
The text def can be changed in default exe with ts.
Hi, I can't seem to get any changes to ff7.exe and scene.bin that I make with ts to show up in-game. Am I missing something?
touphscript changes ALL text. It's all in there. Every last text. I helped design it.
You can find memory addresses by looking at The Reunion Database.
It can't be disabled - and I keep telling you to wait for r06. ;)
As for processing... if you do a decode - it will decode all files.
If it isn't encoding / decoding all files, you have a problem with your flevel file etc. This thread isn't there to debug your own script issues.
So when is r06 coming out, then?When it's done. Modders like DLPB have lives outside this hobby, and demanding things Right NOW!!! displays the same respect and maturity of a kid in the candy aisle throwing a tantrum.
In other words, wait for new release.
Some feedback from myself.
Note I am running this on Windows 8.1 64bit.
The dump feature seems to not do anything, I get an entry in the log reporting the registry location, and nothing else. In the command window I do see a bunch of numbers indicating it is reading the flevel file, but nothing gets written, so I am unable to get text files from flevel.lgp. This happens regardless if I set the paths or if I let it use defaults.
Download link to latest version is broken 1.3.1.
Latest 1.4 version is missing some text files. These are form Reunion R06 installer and should work with this 1.4
Create a file with notepad++ in utf-8-bom, named Chars.txt and paste the code here https://pastebin.com/D4SkFSN1 (this is vanilla chars table)
Create a file with notepad++ in utf-8, named touphScript.ini and paste the code here https://pastebin.com/XQ7UAHbd
Put both file where is touphScript.exe
In touphScript.ini the part under:
# Override common spacing values
#override window.bin - spacing table
are disabled (the values are from reunion and not vanilla game, to enable delete #)
Registry values found:SOFTWARE\Square Soft, Inc.\Final Fantasy VII
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
Registry values found:SOFTWARE\Square Soft, Inc.\Final Fantasy VII
FF7.exe not found, using spacing values in config file.
I've tried with this solution. Something changed, but still it doesn't work.
This is the log now:Code: [Select]Registry values found:SOFTWARE\Square Soft, Inc.\Final Fantasy VII
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
The problem seems to be a missing spacing table. I've tried re-enabling the one under #override window.bin - spacing table, but it doesn't work and says:Code: [Select]Registry values found:SOFTWARE\Square Soft, Inc.\Final Fantasy VII
FF7.exe not found, using spacing values in config file.
And that's probably because I'm trying to use it on the 7H FF7.exe while the string, as you said, is thought for use with Reunion.
Well, I actually don't know, I'm just guessing.
Latest 1.4 version is missing some text files. These are form Reunion R06 installer and should work with this 1.4
Create a file with notepad++ in utf-8-bom, named Chars.txt and paste the code here https://pastebin.com/D4SkFSN1 (this is vanilla chars table)
Create a file with notepad++ in utf-8, named touphScript.ini and paste the code here https://pastebin.com/XQ7UAHbd
Put both file where is touphScript.exe
In touphScript.ini the part under:
# Override common spacing values
#override window.bin - spacing table
are disabled (the values are from reunion and not vanilla game, don't know what appen in vanilla game... to enable delete #)
Is there updated documentation for this tool?
I am looking to edit in-game dialogue, but touphScript doesn't seem to accept different line counts.
I know it's possible because Beacause does it, but...
Hi. Can anyone walk me through, step by step, on how to rename Spell names (and maybe Monster names)?I think spell names are stored in the kernel. You'll need the kernel editor to do that.
I want to rename some things from the Reunion's New Translation, namely Poison Null (Poisona) and Status Null (Esuna). If I can rename them, I'd be happy.
When I open the .exe, I'm not sure what else to do other than type 'd' and press Enter, in which case it doesn't do anything.
I think spell names are stored in the kernel. You'll need the kernel editor to do that.
Latest 1.4 version is missing some text files. These are inspired from Reunion R06 installer and should work with this 1.4Thank you very much for that, I was not sure what to do because version 1.4.0 did not have any readme. This was a great help, as I am trying to port a Portuguese translation to 7th Heaven and I needed to extract the text files.
Create a file with notepad++ in utf-8-bom, named Chars.txt and paste the code here https://pastebin.com/D4SkFSN1 (this is vanilla chars table)
Create a file with notepad++ in utf-8, named touphScript.ini and paste the code here https://pastebin.com/XQ7UAHbd
Put both file where is touphScript.exe
In touphScript.ini the part under:
# Override common spacing values
#override window.bin - spacing table
are disabled (the values are from my italian reunion port and not vanilla game, don't know what appen in vanilla game so better leave disabled... to enable delete #)
Works on steam version if no there is more text editors to steam? I would like to translate into my languageYes, compatible with steam version
i really don't like using this tool, at least loveless text editor is much better than this one except can't auto resize all text box with a single click, but i can still resize some text box manually, just really time consuming to resize so many in game text box as i don't have much time everyday.
i have my ff7 steam install and add every full path for the files but can't dump at all, trying this for 2 days already but failed. why can't this tough script editor just open any file like flevel.lgp file and do the proper editing, after that save and done. easy unlike this one can't seem to get it work on either old 98 pc or the newer steam version.
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
i only need a text editor to resize every text box in game automatically and fast, since the text box are all not scaled properly with the text, some missing text or the only a few text but the text box is so big, lmao
Though at this point I think I might prefer to use Makou Reactor for script writing as it's nice to have more visual references when you're editing dialogue. But I might still need this for editing the scene.bin file as I think that's the only way to edit combat dialogue like in the scorpion fight.