README.md (7407B)
1 NepTools 2 ======== 3 4 This is a collection tools to mod in Hyperdimension Neptunia Re;Birth 3: V 5 Century (and probably RB 1 and 2 too) and Megadimension Neptunia VII and some 6 rudimentary support for Hyperdevotion Noire: Goddess Black Heart `.bin` files 7 (only stuff under `Main`). It contains a `.cl3` extractor/importer, a text 8 editor for `.cl3`/`.gstr`/`.gbin`/`.bin`, and a tool to use these files in the 9 game without repacking the `.pac` files in case of the Re;Births/VII (like 10 KitServer). 11 12 stcm-editor/cl3-tool 13 ==================== 14 15 This tool allows you to edit dialogues and some other text files. The file 16 format is compatible with nr2_strool/nr3_strtool's. 17 18 Note: if you've used strtool before, you should delete the modified `.cl3` files 19 and reimport the `.txt`s using the original, unmodified `.cl3` files. Strtool 20 sometimes damages the `.cl3` files in a way that this tool can't handle. 21 22 Usage 23 ----- 24 25 The main functionality of this program is to dump out the text script inside the 26 `.cl3` files, and then reimport modifications. You should be able to do that by 27 just dragging the `.cl3` file onto the executable to extract the .txt files, and 28 drop the `.txt` files to import back. You can also mass-convert directories by 29 dropping them. By default it will export every `.cl3` which doesn't have a 30 corresponding `.txt`, and import where `.txt` exist. You can override it with 31 the `--mode export-strtool` and `--mode import-strtool` options to only import 32 or export. 33 34 You can also unpack and repack `.cl3` files. The easiest way to do this is to 35 copy/rename `stcm-editor.exe` to `cl3-tool.exe` (simply `cl3-tool` on Linux), 36 and drop the `.cl3` file onto the executable. It'll extract into a `.cl3.out` 37 directory, drop the directory onto the executable to repack. Alternatively you 38 can use `--mode auto-cl3`, `--mode unpack-cl3` and `--mode pack-cl3` options to 39 achieve this functionality without changing the filename. 40 41 Advanced usage 42 -------------- 43 44 The tool also has an advanced mode, where you have more control over what 45 happens. 46 47 First you have to open a file with `--open <filename>`. Afterwards you can 48 inspect/modify them. Every operation is done on this file, until you open a new 49 one (or create an empty cl3 file with `--create-cl3`). Changes are not 50 automatically saved, you'll have to `--save <filename>` them. Run `stcm-editor 51 --help` to list all available operations. 52 Some examples: 53 54 # list all files in a .cl3 file 55 stcm-editor --open foo.cl3 --list-files 56 # extract a .cl3 file 57 stcm-editor --open foo.cl3 --extract-files output_directory 58 # replace a file in .cl3 59 stcm-editor --open foo.cl3 --replace-file name_in_cl3 file_name --save out.cl3 60 # export txt 61 stcm-editor --open foo.cl3 --export-txt foo.txt 62 # chain operations together: export a file, and a txt: 63 stcm-editor --open foo.cl3 --extract-file bar.tid orig.tid --export-txt foo.txt 64 # chain operations: replace file and txt, extract a second cl3 65 stcm-editor --open foo.cl3 --replace-file bar.tid new.tid --import-txt foo.txt --open bar.cl3 --export-files dir 66 # and so on... 67 68 Server 69 ====== 70 71 This is like KitServer, except it's open source and modifies some internal game 72 functions instead of creating virtual files that look like the original `.pac` 73 files. The main differences between KitServer and NepTools' server: 74 75 * It also supports a launcher-less method, see usage below. 76 * No tid_tool integration (for now). You have to convert your pngs to tid if you 77 want to use them. 78 * Integrated stcm-editor: just drop the `.cl3.txt` (and `.gbin.txt` and 79 `.gstr.txt`) files into the corresponding directory, it'll import them on the 80 fly. *Note*: if there's an import error it'll silently fall back to the 81 builtin file. Get the debug version if you want to see the error message or 82 try running `stcm-editor` on the file. 83 * Use `neptools` instead of `KitFolder`, remove the last 5 digits from folder 84 names inside `data`. 85 * Also has some kind of debug console, download a debug release and see usage 86 notes below. 87 * Very early release version: anything may change at any time, nothing is 88 guaranteed to work... 89 90 Usage 91 ----- 92 93 There are two ways to use it. The first one mirrors the original KitServer: 94 extract `launcher.exe` and `neptools-server.dll` into the game directory. In 95 this case you'll have to use launcher.exe to launch the game, if you simply 96 launch `NeptuniaReBirth[123].exe`/`NeptuniaVII.exe`, Neptools won't be loaded, 97 and you'll run an unmodded game. 98 99 The second way is to extract only `neptools-server.dll` and rename it to 100 `dinput8.dll`. In this case there's no launcher, simply start the original 101 executable. In case of RB3, it may not work this way. The problem is that the 102 directory name steam chooses (`Hyperdimension Neptunia Re;Birth3`) confuses the 103 Windows DLL loader, and will treat `;` as a path separator. If you do not want 104 to rename the directory (which would upset steam), you'll have to place 105 `dinput8.dll` into a subdirectory named `Birth3` (so it should end up in 106 `steamapps\common\Hyperdimension Neptunia Re;Birth3\Birth3\dinput8.dll`). 107 (If you're an Arfoire/Magiquone supporter and installed RB1/2 into somethin like 108 `whatever\Neptunia Re;Birth2`, you'll have to put it into `Birth2`. Basically 109 create a directory named whatever after the semicolon is.) 110 111 *Note for Linux/Wine users*: wine by default gives priority to it's builtin 112 version of `dinput8.dll`, ignoring this custom version. To fix it run `winecfg`, 113 select Libraries tab, write `dinput8` under New override for library, click Add, 114 make sure it says (native, builtin). Also you'll probably need MSVC2013 115 runtimes, if you didn't already install it for the game (`winetricks 116 vcrun2013`). 117 118 To temporarily disable modding in this case, you'll either have to temporarly 119 delete/rename `dinput8.dll` or start `NeptuniaReBirth?.exe` with the `--disable` 120 parameter (this is not exactly same as removing the dll as Neptools will be 121 still loaded, but it will try to minimize changes made to the game...) 122 123 In either case, you'll have to create a directory named `neptools`, and place 124 files to be replaced inside it. If you want to replace (for example) 125 `database/stitem.gbin` inside `data/SYSTEM00000`, place it into 126 `neptools/data/SYSTEM/database/stitem.gbin` (that five zeros you normally get is 127 actually an artifact of the current `.cpk`/`.pac` extractor doesn't handle the 128 format correctly, I will rant more about it someday...) 129 130 It also has some command line flags, use `launcher.exe --help` or 131 `NeptuniaReBirth?.exe --help` to get a list. If you have a debug build, you can 132 use `--console -lcpk=2` (or `--log-to-file=filename -lcpk=2` to save it to a 133 file) to list all files opened by the game (it'll cause significant slowdown 134 though, especially with the console method). 135 136 Compilation 137 =========== 138 139 See libshit/COMPILE.md if you checked out from git. Otherwise refer to 140 http://github.com/u3shit/neptools. 141 142 License 143 ======= 144 145 This program is free software. It comes without any warranty, to the extent 146 permitted by applicable law. You can redistribute it and/or modify it under the 147 terms of the Do What The Fuck You Want To Public License, Version 2, as 148 published by Sam Hocevar. See http://www.wtfpl.net/ for more details. 149 150 Third-party software in `libshit/ext` directory are licensed under different 151 licenses. See `COPYING.THIRD_PARTY` for licenses of software that end up in 152 binaries.