icyson55 / kuriimu Goto Github PK
View Code? Open in Web Editor NEWA general purpose game translation toolkit for authors of fan translations.
License: GNU General Public License v3.0
A general purpose game translation toolkit for authors of fan translations.
License: GNU General Public License v3.0
Console: 3DS
Format extension(s): .bin
Original game name: Super Robot Wars (Taisen) UX
First 8 byte of file(s):
Even though all files are .bin the 8 bytes in each file is different
More details?:
Unsure what each .bin file contains, "arcBtlMsgDat.bin" might just be text where as "arcBtlGrpDat.bin" seems to contain darc files.
Most I've found out is http://zenhax.com/viewtopic.php?f=9&t=3630
Sample files (if possible):
https://mega.nz/#!VtoXTZ5A!Cly0FUjwH6H9jQHDXOwXS2PCUhLXH20qfIhMC-B7PMM
Console: 3DS
Format extension(s): .bch
Original game name: Dragon Quest VIII: Journey of the Cursed King
First 8 byte of file(s):
.bch - [42 43 48 00 22 23 44 AD] - [BCH."#D.]
More details?:
.bch files from DQ8 don't seem to be loading mipmaps correctly, in the example files most of them have a face and body texture, the body texture should have 4 mipmaps, most of the files load the highest res mipmap then the second is a mess and then it doesn't load the other 2 mipmaps and the face texture which I believe only has 1 mipmap.
In the example files "c004_5" loads 3 of the body textures fine but is missing another mip and the face.
Also with no changes hitting Save on these files throws up an error, imagine its because they aren't loading correctly in the first place?
Sample files (if possible):
Included are 4 .bch files.
[File Removed]
Console: 3DS
Format extension(s): bfp
Original game name: Retro City Rampage: DX
First 8 byte of file(s):
.bfp - [52 54 46 50 71 00 00 00] - [RTFPq]
More details?:
The pointer table start at 0x20 and consists 3 entries: unkown 4 bytes| Adress of file | size of decompressed file.
The files are Zlib compressed with a 0x789C header.
Sample:
https://mega.nz/#!14IUGKBb!qOM21H5RpjMzWIiIprIrFhLzL2SmBRL0AwajVjrupBo
Console: N3DS
Format extension(s): ".mbm"
Original game name: Shin Megami Tensei IV
First 8 byte of file(s):
MBM - [00 00 00 00 4D 53 47 32] - [....MSG2]
More details:
Plugin already done, bugfix required, probably a save bug
Sample files (if possible):
https://mega.nz/#!wnQXkC5R!z6E9ljgximvZM2gLGzFePlpN43gk2VYMX1rEyMlLwAY
Console: 3DS
Format extension(s): .cfg.bin
Original game name: Yo-kai Watch 2: Bony Spirits / Fleshy Souls
First 8 byte of file(s):
(ev) .cfg.bin - [0A 00 00 00 F0 00 00 00] - [........]
More details?:
Game appears to use different types of .cfg.bin, event files "ev" seem to be the above bytes and text related to menus is a different of .cfg.bin, didn't post the first 8 bytes since different in each file
Sample files (if possible):
Included 10 .cfg.bin files, 6 related to menu text and 4 related to event text.
https://mega.nz/#!EhhmABgR!lI05VjxoyfS9JB2ZfqXtdJQoImuCXzzOdjc_Ttt69Q4
Allow the Kuriimu UI to export any format to a .KUP file and then import it again.
This change will make Kuriimu directly dependent on the file_kup plugin DLL which is not ideal but necessary.
Console: Game Boy Advance, GameCube, Nintendo DS(i), Wii
Format extension(s): bmg
, none (for 2 Games in One! - Dr. Mario + Puzzle League)
Original game name: 2 Games in One! - Dr. Mario + Puzzle League (may not be the first - extended list)
First 8 byte of file(s):
bmg
, none - 4D 45 53 47 62 6D 67 31
- MESGbmg1
More details?:
Sample files (if possible):
Console: 3DS
Format extension(s): .xi
Original game name: Yo-kai Watch 2: Bony Spirits / Fleshy Souls
First 8 byte of file(s):
.xi - [49 4D 47 43 30 30 00 00] - [IMGC00..]
More details?:
Now with ARC0 Save Support added I decided to take a look into the game some more, some .xi files open fine and others are just a mess when opened.
Sample files (if possible):
Included 18 .xi files that are broke, let me know if some of the working ones are needed.
[File Removed]
[nevermind, stupid mistake]
Console: 3ds
Format extension(s): .fa
Original game name: Inazuma Eleven Go (Shadow/Light), Inazuma Eleven Go ChronoStone (Thunderflash/Wildfire) and Inazuma eleven Go Galaxy (BigBang/Supernova)
First 8 byte of file(s):
Extension - 41 52 43 30 48 - ARC0H
More details ?:
Hey hi i have a problem when i open .FA files (ARC0) everything works fine except V.1.6
Can not open files ie.b, ie.a not works in .b
Thank you for solving the problem
Sample files (if possible):
https://mega.nz/#!Jh0gVQJa!opas_UEy8T1pcIRV5hMjEJlzRVXi_7qzHAMDNfQDLiQ
Console: 3DS
Format extension(s): .xs
Original game name: Professor Layton vs Ace Attorney
First 8 byte of file(s):
Extension - A2 20 63 36 01 37 38 FF - ¢ c6.78ÿL
More details?:
Opening up the vs1.fa file in Karameru (using the recently added XFSA plugin) rendered most if not all of the files encrypted.
Sample files (if possible):
XS file: https://my.mixtape.moe/olcsgu.7z
vs1.fa file: https://drive.google.com/file/d/0B_S0wgZdscAiMFBvQ0lHSjNpdlU/view?usp=sharing
Console: N3DS
Format extension(s): ".bam"
Original game name: Shin Megami Tensei IV
First 8 byte of file(s):
BAM - [41 54 42 43 80 5D 1E 00] - [ATBC€]..]
More details:
Compressed CGFX file, if you remove the first 180 bytes until you have the CGFX header, the file acts like a CGFX, but you can't save the file.
Sample files (if possible):
https://mega.nz/#!tuJWlAQT!nQTQ7po7WkDxFpkPwJy9A1h9l4FHdvfEBJz8aOoCRj4 (BAM file)
https://mega.nz/#!l7BCSZJa!Dsm9ZhVXbDitCyCOmlQw7EQr8EKMIt9R7HlSDkR2H0M (CGFX file [BAM modified])
The ability to search by entries name rather then the text contained inside it could be very helpful.
Console: 3DS
Format extension(s): bcres , jtex
Original game name: Kid Icarus: Uprising, The Legend of Zelda: Twilight Princess.
First 8 byte of file(s):
Extension - [43 47 46 58 FF FE 14 00] - [CGFX]
Extension - [11 80 00 04 04 80 00 00] - [........]
More details?:
Bcres cannot be saved.
jtex cannot be opened.
Sample files (if possible):
https://mega.nz/#!1Q43SSqY!eO5tWpAENbhMg98dGjMTNYK-3OdgCXqFDkV3Aiu1l2o
change everything to just give streams to the plugins in every interface function.
Weeeee
Console: NDS
Format extension(s): Archive has no extension, INF/VIW
Original Game Name: Ripened Tingle's Balloon Trip of Love (Irodzuki Tingle no Koi no Balloon Trip)
First 8 bytes of files:
Archive - varies, there is no header, it's just all the LZ77 compressed files one after another.
INF - varies, there is also no header. The pointers and lengths start right at $0x00
VIW - varies, no header. I think you get the idea 😄
More details:
Sample files:
https://drive.google.com/open?id=0Bzi52yTfVXCQOGJYYkNacHVtcG8
solved
Can you help me to add to support .pac header files Wii party u ,mario party 10.
add extract and repack function.
this is origin files
https://mega.nz/#!c44k1AoL!kQfcN7QK7pBUKkKt_W_SuvCzD3P4_nQzDQ2aalKy-Yg
thank you
Console: NDS
Format extension(s): >.NAM/.ARR ; .SET ; .MSG
Original game name: Metal Max 3
First 8 byte of file(s):
.SET - [5345545547060000] - [SETUG�]
.MSG - [4C41424CA0010000] - [LABL �]
.NAM - [No header starts directly with text] - []
.ARR - [No header starts with 0000000000000000] - []
More details?:
The .NAM / .ARR files are a couple. (Supposedly the pointers for .NAM files that have .ARR partners are inside the last ones. For the others they are inside ARM9.bin.) (All the informaton about this format pointers is updated in the MEGA folder)
For the .MSG format: All the Information about the format can be seen in the comments of DarthNemesis https://gbatemp.net/threads/interested-in-translating-metal-max-3.404823/page-2
the .SET format has 2 sections the first with the pointers and the second with the text and I think i found the pointers.
SETUMEI_ITEM.SET POINTERS
First group Begins in offset 0C ends at 59B
Second group Begins in offset A48 ends at B37
SETUMEI_SUBABILITY.SET POINTERS
Begins in offset 08 ends at 7B3
SETUMEI_TOKUGI.SET POINTERS
Begins in offset 08 ends at 13B
Sample files (if possible):
https://mega.nz/#F!A1gCRIqb!fgnKLOhlPDcs_9mOULxjUA
Creating project files, in which the entry ID and a bool flag decide which entry is already translated and not.
The project file also contains a value of total files and already translated files. The completion rate could then be easily calculated by dividing those 2 values.
Kuriimu GUI would have 2 separate options, to open projects and single files simultaneously.
Console: NDS
Format extension(s): .Tex
Original game name: Metalmax 3
First 8 byte of file(s):
.tex - [43484E4B00000000] - [CHNK]
More details?:
Note: some are compressed with LZ11 or RLE.
There are two types of .tex files:
.tex with 2 chunks (graphics + palette)> They can be seen in their entirety in kukii but it is still pending implement the option to save the changes.
.tex with 3 chunks (has a TX4I chunk) (graphics + palette indexes(4x4textel) + palette) >Not fully implemented visualization. Is still pending implement the option to save the changes.
Issues:
Since version 1.08 of Kuriimu there are some .Texs that previously opened that do not in this version also some do not show up well.
Error Screen
Sample files (if possible):
https://mega.nz/#F!A1gCRIqb!fgnKLOhlPDcs_9mOULxjUA
I request support for this file type.
Onepiecefreak has sample files already. Should be enough to analyze and extract / repack it's contents.
Thx.
Console: 3DS
Format extension(s): .AMB
Original game name: Dragon Ball Heroes Ultimate Mission X
First 8 byte of file(s): 23 41 4D 42 00 00 00 20
Extension - [23 41 4D 42 00 00 00 20] - [AMB]
More details?:
It is a container which contains several files.
Sample files (if possible):
http://s000.tinyupload.com/index.php?file_id=07265303521870282230
While translating long paragraphs of text, you always have to insert newlines so that text doesn't run off the screen..
Well, I found that every time you push Return to go to next line, you have to take hand off keyboard to reach over for mouse and move cursor to preview arrows to show the next line in previewer..
Doing this several times for each data entry that you are supposed to translate gets a bit tedious after a while.. I was thinking it might be totally awesome in every possible aspect if there were a way to mess with a paragraph as much as need be with out having to reach over to mouse every time you need to change a line in the previewer (to make sure none of your lines are too long in the game).. Doesn't seem like a big problem until you are translating tons of stuff..
I was thinking there might be 2 ways to solve this: one way that would work very intuitively but might be slightly harder to implement, and yet a second way that would not be quite as sleek (or on fleek) but would be better than nothing..
Alright, so first way I am thinking of is like, every time text-cursor moves in the Text box, it triggers a code line that gets the current line that the text-cursor is on, and automatically sets the Preview line to that same line number.. With games that show multiple lines at a time like zelda or some thing, it could just set the first preview line to the same that cursor is on, so like if text-cursor is on line 3, zelda would show line 3, 4, and 5..
(By the way, might want to change "Text" label to some thing like "Translated Text" so it is slightly less ambiguous..)
The other way is to just assign some previous/next short-cut keys to flip back and forth through previewer lines.. Would still have to manually flip your self, but at least you could do it with keyboard and don't have to reach back and forth for mouse like 5 or 6 times for every paragraph..
Actually I was thinking even if you were to implement first method, might still be good to have some keyboard short-cuts to flip through all the lines one more time after you are done translating the paragraph just to double-check one more time to see if any line is too long or not..
And besides, what if some day I want to use kuriimu on one of those ancient punch-card computers that don't have a mouse??.. You gotta consider these types of things when you're making kuriimu you know!..
Console: Nintendo 3DS
Format extension: *.ctpk
Original game name: Rhythm Heaven Megamix [English Ver.]
File Location: APP:\romfs\agbBatter_long.zlib\arc\batter_XX.ctpk
First 8 byte of file (batter_00.ctpk): 43 54 50 4B 01 00 01 00
.ctpk - [150070] - [Unknown, presumably same]
More details:
The minigame, Spaceball, uses an image file of different scales saved in one .ctpk, to allow for smoother scaling in-game due to the extreme camera zooms. Each size of an object's image is displayed at a given distance from the camera; when an object appears closer, it gradually fades out the smaller scale image and fades in the larger scale image.
With this system in mind, the file presumably consists of the header, one palette for textures, and an unknown amount of sprite sheets, the largest ending at 100080. Because the largest image ends at 100080, Kukkii appears to only read the file up to that point, and the last 50000 bytes are erased from the file when saving, regardless of whether the image is replaced or not.
Playing the game with the shorter 1.00 MB asset causes the game to only have the largest-scale image, and load other sheets from memory, where there are none, causing other game sheets or trash data to become drawn instead. However, saving the file (shortening it to 100080) and then manually re-adding the last 50000 bytes (using HxD) from the original untouched file fully restores the missing sheets, and the game plays entirely normal, and appears normal.
I've tried to get Kukkii to read the smaller files within the package by manually replacing the image data in the 1.00 MB file with all of the data after 100080 in the original file, but then the file fails to fetch the colors from the texture, which leads me to believe that the colors are presented once and used for all sheets.
What I am asking for is support for this unusual .ctpk, so that I may edit it in its entirety without losing the smaller images. Thank you for your time.
Kukkii can preview .xf file, but it is wrong with multi layer. Could your team fix it?Thx.
file uploaded https://mega.nz/#!fYMhkB6R!Q3TThDFHgixX9WmZ_XmUpfBd98yLPRQkbTUa6V3xQmg
[REQUEST] Put a Find & Replace function to make translations a lot faster
Console: NDS
Format extension(s): .bin
Original game name: Ripened Tingle's Balloon Trip of Love (Irodzuki Tingle no Koi no Balloon Trip)
First 8 byte of file(s):
lang.bin – [06 00 F3 32 00 00 00 00] – [..ó2....]
More details:
Sample files:
https://drive.google.com/open?id=0Bzi52yTfVXCQM1dpZ1I5LWg4YXM
(includes lang.bin, as well as the current script editor and it’s source code)
Console: 3DS
Format extensions: .aif
Game Company: Level 5
First 8 byte of file:
AIF - [ 20 46 49 41 80 00 00 00]
Some of AIF files cannot be opened properly and many of them cannot be opened. Here is a sample of files. Thanks https://ufile.io/547bm
Let the user define the colours of the background squares in the image preview.
Also the square size should be changeable.
Currently, it just displays the playername control code as 'Player' in the previewer, which does not account for max width.
Console: Android, 3DS
Format: .xi
Game name: Layton's Mystery Journey - Katrielle and the Millionaires' Conspiracy
First 8 bytes:
494D47413030000030 IMGA00..0
Console: PSP
Format extension(s): .psarc, (.arc, .bin?)
Original game name: Angelique Retour
First 8 byte of file(s):
psarc - [5053415200010004] - [PSAR....]
arc - [4D49472E30302E31] - [MIG.00.1] -> bin contains filename strings and file meta
bin - [5041410000000000] - [PAA.....]
More details?:
This is for the text plugin. The archive plugin has already been completed.
Sample files (if possible):
The .psarc and .arc files are about a gig each, so they're too large to really have a link for.
The .bin file is here: https://mega.nz/#!4CwQXTqR!7EPIiQpzRnceEAHqyQTEBYqlbzVy9aG88NZuWEavBFA
Console: 3DS
Format extension: .xs
Original Game Name: Professor Layton 5
More details:
xs consists of 4 parts. A header (size 0x14), 2 tables (unknown purpose for now) and if file consists actual text to display the text itself.
Everything beside the header is compressed with the Level5 standard
Header structure is as follows:
Magic "XSCR"
short unk1
short table1offset (bitshift left 2 for actual offset)
int unk2
int table2offset (bitshift left 2 for actual offset)
int unk3
I thought the unknowns were the sizes but they doesn't correlate in any way with the compressed or uncompressed size.
The text isn't pointed at. If you read both tables and you have data left to read, you can assume text is available.
First 8 bytes of files:
.xs - [58 53 43 52 06 00 05 00] - [XSCR ]
Sample files:
Aren't needed for myself!
Having a preview slideshow at the bottom of the Kukkii GUI.
The user should decide if the slideshow is shown if the List.Count > 1.
Every plugin has to be rewritten to have a List bmp instead of Bitmap bmp.
Console: 3DS
Format extensions: .rif .seek
Game Company: Level 5
First 8 byte of file(s):
RIF - [4D 52 4F 4E 33 2E 30 30]
SEEK - [53 65 65 6B 46 69 6C 65]
AIF - [20 46 49 41 80 00 00 00]
Details?:
They seem like encrypted. Need help to find text and texture files and edit them
Sample files
LBX.zip
Here is a jtex file in The Legend of Zelda: Twilight Princess.
When I Export a png then Import it, the jtex will be wrong.
Console: NDS
Format extensions: VCG/VCL/VCE
Original Game Name: Ripened Tingle's Balloon Trip of Love (Irodzuki Tingle no Koi no Balloon Trip)
First 8 bytes of files: *
VCG - [20 47 43 56 00 00 00 00] - [ GCV....]
VCL - [20 4C 43 56 10 00 01 00] - [ LCV....]
VCE - [20 45 43 56 0E 00 00 00] - [ ECV....]
More details:
Sample files:
https://drive.google.com/open?id=0Bzi52yTfVXCQVUFoSDQwTjUweEU
Example:
https://cdn.discordapp.com/attachments/239097099101143040/293082019339042817/Capture.PNG
This is on the latest build as of 03-13-2017
All special characters seem to appear as question marks instead of the character itself like it once did. Perhaps it is caused by the rewritten font handling/rendering? If any other info is needed let me know.
Fails when you put a half-width character
We need a save function in the raw image viewer for the image formats that are meant to be opened through the raw image viewer. For example Raw CTPK's.
Console: 3DS
Format extension(s): .lmt
Original game name: Taiko no Tatsujin: Chibi Dragon to Fushigi na Orb (太鼓の達人 ちびドラゴンと不思議なオーブ)
First 8 byte of file(s):
LMT - [5A 00 00 00 00 00 00 00] - [Z.......]
More details?:
LMT files appear to be some sort of PNG but if I trim to the PNG section I end up with a broken image.
Sample files (if possible):
Included 11 .lmt files along with the .lm files that go with them but I believe the .lm files are related to animating the images and such so don't think they are needed.
https://mega.nz/#!ct4ADS6Z!FQAbHy5-bEphe_onUuXy3sJbfqjOcTa1tZNMNcvYEw0
Console: 3DS
Format extensions: .bin
Game Company: Level 5
First 8 byte of file:
BIN - [80 00 02 AC 03 12 04 02]
_vgmt_awb_ext_BGM_streamfiles.zip
I need some more help if possible. There is also a file format with name like streamfiles.awb. I thought that was only audio files but it is an archive type of file. I extracted them with vgmtoolbox and the smaller of them have header "43 57 41 56 CWAV" so they are really audio files (i think) the big one maybe a text archive because it starts in a way that looks like a font. Can you take a look one more time? Thanks
!.".#.$.%.&.'.(.
).*.+.,.-.../.0.
1.2.3.4.5.6.7.8.
9.:.;.<.=.>.?.@.
A.B.C.D.E.F.G.H.
I.J.K.L.M.N.O.P.
Q.R.S.T.U.V.W.X.
Y.Z.[..].^._.`.
a.b.c.d.r..
Here are some extracted files from the big archive
_vgmt_awb_ext_BGM_streamfiles.zip
Also, a CSV equiilvent to the XMSBT export would be useful.
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