Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
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using System;
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using System.Collections.Generic;
|
2019-04-22 21:52:21 +00:00
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using System.IO;
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
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using System.Text;
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using System.Threading.Tasks;
|
2019-07-16 21:35:21 +00:00
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using Toolbox;
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
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using System.Windows.Forms;
|
2019-07-16 21:35:21 +00:00
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using Toolbox.Library;
|
2019-04-22 02:00:38 +00:00
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using FirstPlugin.Forms;
|
2019-07-16 21:35:21 +00:00
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using Toolbox.Library.IO;
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
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namespace FirstPlugin
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{
|
2020-02-14 23:25:08 +00:00
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public class MSBT : IEditor<MSBTEditor>, IFileFormat, IConvertableTextFormat
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
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|
|
|
{
|
2019-05-08 20:45:27 +00:00
|
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|
|
public FileType FileType { get; set; } = FileType.Message;
|
|
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|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
public bool CanSave { get; set; }
|
2019-07-16 20:54:46 +00:00
|
|
|
|
public string[] Description { get; set; } = new string[] { "Message Studio Binary Text" };
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
public string[] Extension { get; set; } = new string[] { "*.msbt" };
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|
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|
|
public string FileName { get; set; }
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|
public string FilePath { get; set; }
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|
public IFileInfo IFileInfo { get; set; }
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|
|
public bool Identify(System.IO.Stream stream)
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|
|
|
|
{
|
2019-07-16 21:35:21 +00:00
|
|
|
|
using (var reader = new Toolbox.Library.IO.FileReader(stream, true))
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
{
|
|
|
|
|
return reader.CheckSignature(8, "MsgStdBn");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public Type[] Types
|
|
|
|
|
{
|
|
|
|
|
get
|
|
|
|
|
{
|
|
|
|
|
List<Type> types = new List<Type>();
|
|
|
|
|
return types.ToArray();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2020-02-14 23:25:08 +00:00
|
|
|
|
|
|
|
|
|
#region Text Converter Interface
|
|
|
|
|
public TextFileType TextFileType => TextFileType.Xml;
|
|
|
|
|
public bool CanConvertBack => false;
|
|
|
|
|
|
|
|
|
|
public string ConvertToString() {
|
|
|
|
|
return MSYT.ToYaml(this);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void ConvertFromString(string text)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
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|
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|
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|
|
#endregion
|
|
|
|
|
|
2019-04-22 02:00:38 +00:00
|
|
|
|
public MSBTEditor OpenForm()
|
|
|
|
|
{
|
|
|
|
|
MSBTEditor editor = new MSBTEditor();
|
|
|
|
|
editor.Text = FileName;
|
|
|
|
|
editor.Dock = DockStyle.Fill;
|
|
|
|
|
return editor;
|
|
|
|
|
}
|
|
|
|
|
|
2019-06-17 23:19:27 +00:00
|
|
|
|
public void FillEditor(UserControl control)
|
|
|
|
|
{
|
|
|
|
|
((MSBTEditor)control).LoadMSBT(this);
|
|
|
|
|
}
|
|
|
|
|
|
2019-04-22 02:00:38 +00:00
|
|
|
|
public Header header;
|
|
|
|
|
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
public void Load(System.IO.Stream stream)
|
|
|
|
|
{
|
2020-04-26 21:30:55 +00:00
|
|
|
|
CanSave = false;
|
2019-04-22 02:00:38 +00:00
|
|
|
|
|
|
|
|
|
header = new Header();
|
|
|
|
|
header.Read(new FileReader(stream));
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
}
|
|
|
|
|
public void Unload()
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
2019-08-06 21:35:18 +00:00
|
|
|
|
|
|
|
|
|
public void Save(System.IO.Stream stream)
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
{
|
2019-08-06 21:35:18 +00:00
|
|
|
|
header.Write(new FileWriter(stream));
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
}
|
2019-04-22 02:00:38 +00:00
|
|
|
|
|
2019-08-26 01:11:10 +00:00
|
|
|
|
public bool HasLabels
|
|
|
|
|
{
|
|
|
|
|
get { return header.Label1.Labels.Count > 0; }
|
|
|
|
|
}
|
|
|
|
|
|
2019-04-22 02:00:38 +00:00
|
|
|
|
public class Header
|
|
|
|
|
{
|
|
|
|
|
public ushort ByteOrderMark;
|
|
|
|
|
public ushort Padding;
|
2019-04-22 21:52:21 +00:00
|
|
|
|
public ushort Unknown;
|
2019-04-30 19:25:42 +00:00
|
|
|
|
public Encoding StringEncoding = Encoding.Unicode;
|
2019-04-22 21:52:21 +00:00
|
|
|
|
|
2019-04-22 02:00:38 +00:00
|
|
|
|
public byte Version;
|
|
|
|
|
public List<MSBTEntry> entries = new List<MSBTEntry>();
|
|
|
|
|
|
2019-04-22 21:52:21 +00:00
|
|
|
|
byte[] Reserved = new byte[10];
|
2019-04-22 02:00:38 +00:00
|
|
|
|
|
2019-04-22 21:52:21 +00:00
|
|
|
|
public LBL1 Label1;
|
|
|
|
|
public NLI1 NLI1;
|
|
|
|
|
public TXT2 Text2;
|
|
|
|
|
|
2019-09-22 21:23:07 +00:00
|
|
|
|
public bool IsBigEndian = false;
|
|
|
|
|
|
2019-04-22 02:00:38 +00:00
|
|
|
|
public void Read(FileReader reader)
|
|
|
|
|
{
|
2019-08-26 01:11:10 +00:00
|
|
|
|
Label1 = new LBL1();
|
|
|
|
|
NLI1 = new NLI1();
|
|
|
|
|
Text2 = new TXT2();
|
|
|
|
|
|
2019-04-22 02:00:38 +00:00
|
|
|
|
reader.ByteOrder = Syroot.BinaryData.ByteOrder.BigEndian;
|
|
|
|
|
reader.ReadSignature(8, "MsgStdBn");
|
|
|
|
|
ByteOrderMark = reader.ReadUInt16();
|
|
|
|
|
reader.CheckByteOrderMark(ByteOrderMark);
|
2019-09-22 21:23:07 +00:00
|
|
|
|
IsBigEndian = reader.IsBigEndian;
|
2019-04-22 02:00:38 +00:00
|
|
|
|
Padding = reader.ReadUInt16();
|
2019-04-30 19:25:42 +00:00
|
|
|
|
byte encoding = reader.ReadByte();
|
2019-04-22 02:00:38 +00:00
|
|
|
|
Version = reader.ReadByte();
|
|
|
|
|
ushort SectionCount = reader.ReadUInt16();
|
2019-07-25 01:15:21 +00:00
|
|
|
|
Unknown = reader.ReadUInt16();
|
2019-04-22 02:00:38 +00:00
|
|
|
|
uint FileSize = reader.ReadUInt32();
|
|
|
|
|
Reserved = reader.ReadBytes(10);
|
|
|
|
|
|
2020-02-14 23:25:08 +00:00
|
|
|
|
|
|
|
|
|
if (encoding == 0x00)
|
|
|
|
|
StringEncoding = Encoding.UTF8;
|
|
|
|
|
else if (reader.IsBigEndian)
|
|
|
|
|
StringEncoding = Encoding.BigEndianUnicode;
|
|
|
|
|
else
|
|
|
|
|
StringEncoding = Encoding.Unicode;
|
2019-04-30 19:25:42 +00:00
|
|
|
|
|
2019-04-22 02:00:38 +00:00
|
|
|
|
for (int i = 0; i < SectionCount; i++)
|
|
|
|
|
{
|
|
|
|
|
long pos = reader.Position;
|
|
|
|
|
|
|
|
|
|
string Signature = reader.ReadString(4, Encoding.ASCII);
|
|
|
|
|
uint SectionSize = reader.ReadUInt32();
|
|
|
|
|
|
|
|
|
|
Console.WriteLine("Signature " + Signature);
|
|
|
|
|
|
|
|
|
|
switch (Signature)
|
|
|
|
|
{
|
|
|
|
|
case "NLI1":
|
2019-04-22 21:52:21 +00:00
|
|
|
|
NLI1 = new NLI1();
|
2019-09-22 21:23:07 +00:00
|
|
|
|
NLI1.Signature = Signature;
|
2019-04-22 21:52:21 +00:00
|
|
|
|
NLI1.Read(reader, this);
|
|
|
|
|
entries.Add(NLI1);
|
|
|
|
|
break;
|
2019-04-22 02:00:38 +00:00
|
|
|
|
case "TXT2":
|
2019-04-22 21:52:21 +00:00
|
|
|
|
Text2 = new TXT2();
|
2019-09-22 21:23:07 +00:00
|
|
|
|
Text2.Signature = Signature;
|
2019-04-22 21:52:21 +00:00
|
|
|
|
Text2.Read(reader, this);
|
|
|
|
|
entries.Add(Text2);
|
|
|
|
|
break;
|
2019-04-30 19:25:42 +00:00
|
|
|
|
case "LBL1":
|
|
|
|
|
Label1 = new LBL1();
|
2019-09-22 21:23:07 +00:00
|
|
|
|
Label1.Signature = Signature;
|
2019-04-30 19:25:42 +00:00
|
|
|
|
Label1.Read(reader, this);
|
|
|
|
|
entries.Add(Label1);
|
|
|
|
|
break;
|
2019-04-22 21:52:21 +00:00
|
|
|
|
case "ATR1":
|
2019-04-22 02:00:38 +00:00
|
|
|
|
case "ATO1":
|
|
|
|
|
case "TSY1":
|
|
|
|
|
default:
|
|
|
|
|
MSBTEntry entry = new MSBTEntry();
|
|
|
|
|
entry.Signature = Signature;
|
2019-04-22 21:52:21 +00:00
|
|
|
|
entry.Padding = reader.ReadBytes(8);
|
|
|
|
|
entry.Data = reader.ReadBytes((int)SectionSize);
|
2019-04-22 02:00:38 +00:00
|
|
|
|
entries.Add(entry);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
2019-07-04 22:00:55 +00:00
|
|
|
|
reader.SeekBegin(pos + SectionSize + 0x10);
|
2020-02-14 23:25:08 +00:00
|
|
|
|
reader.Align(16);
|
2019-04-22 02:00:38 +00:00
|
|
|
|
}
|
2019-08-11 00:52:58 +00:00
|
|
|
|
|
|
|
|
|
//Setup labels to text properly
|
|
|
|
|
if (Label1 != null && Text2 != null)
|
|
|
|
|
{
|
|
|
|
|
foreach (var label in Label1.Labels)
|
|
|
|
|
label.String = Text2.TextData[(int)label.Index];
|
|
|
|
|
}
|
2019-04-22 02:00:38 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Write(FileWriter writer)
|
|
|
|
|
{
|
2019-09-22 21:23:07 +00:00
|
|
|
|
writer.SetByteOrder(true);
|
|
|
|
|
|
2019-04-22 02:00:38 +00:00
|
|
|
|
writer.WriteSignature("MsgStdBn");
|
2019-09-22 21:23:07 +00:00
|
|
|
|
if (!IsBigEndian)
|
|
|
|
|
writer.Write((ushort)0xFFFE);
|
|
|
|
|
else
|
|
|
|
|
writer.Write((ushort)0xFEFF);
|
|
|
|
|
writer.SetByteOrder(IsBigEndian);
|
2019-04-22 02:00:38 +00:00
|
|
|
|
writer.Write(Padding);
|
2019-04-30 19:25:42 +00:00
|
|
|
|
writer.Write(StringEncoding == Encoding.UTF8 ? (byte)0 : (byte)1);
|
2019-04-22 02:00:38 +00:00
|
|
|
|
writer.Write(Version);
|
2019-04-22 21:52:21 +00:00
|
|
|
|
writer.Write((ushort)entries.Count);
|
|
|
|
|
writer.Write(Unknown);
|
|
|
|
|
|
2019-04-22 02:00:38 +00:00
|
|
|
|
long _ofsFileSize = writer.Position;
|
|
|
|
|
writer.Write(0); //FileSize reserved for later
|
|
|
|
|
writer.Write(Reserved);
|
|
|
|
|
|
|
|
|
|
foreach (var entry in entries)
|
2019-09-22 21:23:07 +00:00
|
|
|
|
WriteSection(writer, this, entry.Signature, entry);
|
2019-04-22 02:00:38 +00:00
|
|
|
|
|
|
|
|
|
//Write file size
|
|
|
|
|
using (writer.TemporarySeek(_ofsFileSize, System.IO.SeekOrigin.Begin))
|
|
|
|
|
{
|
2019-04-22 21:52:21 +00:00
|
|
|
|
writer.Write((uint)writer.BaseStream.Length);
|
2019-04-22 02:00:38 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
2020-02-14 23:25:08 +00:00
|
|
|
|
|
|
|
|
|
public override string ToString()
|
|
|
|
|
{
|
|
|
|
|
var builder = new StringBuilder();
|
|
|
|
|
using (var textWriter = new StringWriter(builder))
|
|
|
|
|
{
|
|
|
|
|
textWriter.Write($"");
|
|
|
|
|
}
|
|
|
|
|
return builder.ToString();
|
|
|
|
|
}
|
2019-04-22 02:00:38 +00:00
|
|
|
|
}
|
|
|
|
|
|
2019-04-30 19:25:42 +00:00
|
|
|
|
public class LabelGroup
|
|
|
|
|
{
|
|
|
|
|
public uint NumberOfLabels;
|
|
|
|
|
public uint Offset;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class LabelEntry : MSBTEntry
|
|
|
|
|
{
|
|
|
|
|
private uint _index;
|
|
|
|
|
|
|
|
|
|
public uint Length;
|
|
|
|
|
public string Name;
|
|
|
|
|
public uint Checksum;
|
|
|
|
|
public StringEntry String;
|
|
|
|
|
|
|
|
|
|
public uint Index
|
|
|
|
|
{
|
|
|
|
|
get { return _index; }
|
|
|
|
|
set { _index = value; }
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public byte[] Value
|
|
|
|
|
{
|
|
|
|
|
get { return String.Data; }
|
|
|
|
|
set { String.Data = value; }
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class StringEntry : MSBTEntry
|
|
|
|
|
{
|
|
|
|
|
private uint _index;
|
|
|
|
|
|
2020-02-14 23:25:08 +00:00
|
|
|
|
public StringEntry(byte[] data) {
|
2019-04-30 19:25:42 +00:00
|
|
|
|
Data = data;
|
|
|
|
|
}
|
|
|
|
|
|
2020-02-14 23:25:08 +00:00
|
|
|
|
public StringEntry(byte[] data, Encoding encoding) {
|
|
|
|
|
Data = data;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public StringEntry(string text, Encoding encoding) {
|
2019-09-21 01:37:55 +00:00
|
|
|
|
Data = encoding.GetBytes(text);
|
|
|
|
|
}
|
|
|
|
|
|
2019-04-30 19:25:42 +00:00
|
|
|
|
public uint Index
|
|
|
|
|
{
|
|
|
|
|
get { return _index; }
|
|
|
|
|
set { _index = value; }
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public string GetTextLabel(bool ShowText, Encoding encoding)
|
|
|
|
|
{
|
|
|
|
|
if (ShowText)
|
|
|
|
|
return $"{_index + 1} {GetText(encoding)}";
|
|
|
|
|
else
|
|
|
|
|
return $"{_index + 1}";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public string GetText(Encoding encoding)
|
|
|
|
|
{
|
|
|
|
|
return encoding.GetString(Data);
|
|
|
|
|
}
|
2020-02-14 23:25:08 +00:00
|
|
|
|
|
|
|
|
|
public byte[] ToBytes(Encoding encoding, bool isBigEndian)
|
|
|
|
|
{
|
|
|
|
|
return Data;
|
|
|
|
|
|
|
|
|
|
var mem = new MemoryStream();
|
|
|
|
|
var text = GetText(encoding);
|
|
|
|
|
using (var writer = new FileWriter(mem, encoding)) {
|
|
|
|
|
writer.SetByteOrder(isBigEndian);
|
|
|
|
|
for (int i = 0; i < text.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
var c = text[i];
|
|
|
|
|
writer.Write(c);
|
|
|
|
|
if (c == 0xE)
|
|
|
|
|
{
|
|
|
|
|
writer.Write((short)text[++i]);
|
|
|
|
|
writer.Write((short)text[++i]);
|
|
|
|
|
int count = text[++i];
|
|
|
|
|
writer.Write((short)count);
|
|
|
|
|
for (var j = 0; j < count; j++)
|
|
|
|
|
{
|
|
|
|
|
writer.Write((byte)text[++i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
writer.Write('\0');
|
|
|
|
|
}
|
|
|
|
|
return mem.ToArray();
|
|
|
|
|
}
|
2019-04-30 19:25:42 +00:00
|
|
|
|
}
|
|
|
|
|
|
2019-04-22 21:52:21 +00:00
|
|
|
|
public class TXT2 : MSBTEntry
|
|
|
|
|
{
|
|
|
|
|
public uint[] Offsets;
|
2019-04-30 19:25:42 +00:00
|
|
|
|
public List<StringEntry> TextData = new List<StringEntry>();
|
|
|
|
|
public List<StringEntry> OriginalTextData = new List<StringEntry>();
|
2019-04-22 21:52:21 +00:00
|
|
|
|
|
|
|
|
|
public override void Read(FileReader reader, Header header)
|
|
|
|
|
{
|
2020-02-14 23:25:08 +00:00
|
|
|
|
reader.Seek(-4);
|
|
|
|
|
uint sectionSize = reader.ReadUInt32();
|
|
|
|
|
|
2019-04-22 21:52:21 +00:00
|
|
|
|
Padding = reader.ReadBytes(8);
|
|
|
|
|
|
2020-02-14 23:25:08 +00:00
|
|
|
|
long pos = reader.Position;
|
2019-04-22 21:52:21 +00:00
|
|
|
|
EntryCount = reader.ReadUInt32();
|
|
|
|
|
Offsets = reader.ReadUInt32s((int)EntryCount);
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < EntryCount; i++)
|
|
|
|
|
{
|
2020-02-14 23:25:08 +00:00
|
|
|
|
//Get the start and end position
|
|
|
|
|
uint startPos = Offsets[i] + (uint)pos;
|
|
|
|
|
uint endPos = i + 1 < EntryCount ? (uint)pos + Offsets[i + 1] :
|
|
|
|
|
(uint)pos + sectionSize;
|
|
|
|
|
|
|
|
|
|
reader.SeekBegin(startPos);
|
|
|
|
|
ReadMessageString(reader, header, (uint)i, endPos - startPos);
|
2019-04-22 21:52:21 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2020-02-14 23:25:08 +00:00
|
|
|
|
private void ReadMessageString(FileReader reader, Header header, uint index, uint size)
|
2019-04-22 21:52:21 +00:00
|
|
|
|
{
|
2020-02-14 23:25:08 +00:00
|
|
|
|
byte[] textData = reader.ReadBytes((int)size);
|
2019-04-22 21:52:21 +00:00
|
|
|
|
|
2020-02-14 23:25:08 +00:00
|
|
|
|
TextData.Add(new StringEntry(textData, header.StringEncoding) { Index = index, });
|
|
|
|
|
OriginalTextData.Add(new StringEntry(textData, header.StringEncoding) { Index = index, });
|
2019-04-22 21:52:21 +00:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-22 21:23:07 +00:00
|
|
|
|
public override void Write(FileWriter writer, Header header)
|
|
|
|
|
{
|
|
|
|
|
writer.Seek(8);
|
|
|
|
|
|
|
|
|
|
long pos = writer.Position;
|
|
|
|
|
writer.Write(TextData.Count);
|
|
|
|
|
writer.Write(new uint[TextData.Count]);
|
|
|
|
|
|
2020-02-14 23:25:08 +00:00
|
|
|
|
for (int i = 0; i < EntryCount; i++) {
|
2019-09-22 21:23:07 +00:00
|
|
|
|
writer.WriteUint32Offset(pos + 4 + (i * 4), pos);
|
2020-02-14 23:25:08 +00:00
|
|
|
|
writer.Write(TextData[i].ToBytes(header.StringEncoding, header.IsBigEndian));
|
2019-09-22 21:23:07 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-04-22 21:52:21 +00:00
|
|
|
|
private char[] GetControlCode(FileReader reader)
|
|
|
|
|
{
|
|
|
|
|
//Get char controls
|
|
|
|
|
//Code from https://github.com/Sage-of-Mirrors/WildText/blob/master/WildText/src/MessageManager.cs
|
|
|
|
|
List<char> controlCode = new List<char>();
|
|
|
|
|
controlCode.Add('<');
|
|
|
|
|
|
|
|
|
|
short primaryType = reader.ReadInt16();
|
|
|
|
|
short secondaryType = reader.ReadInt16();
|
|
|
|
|
short dataSize = reader.ReadInt16();
|
|
|
|
|
|
|
|
|
|
switch (primaryType)
|
|
|
|
|
{
|
|
|
|
|
case 0:
|
|
|
|
|
controlCode.AddRange(GetTextModifier(reader, secondaryType));
|
|
|
|
|
break;
|
|
|
|
|
case 1:
|
|
|
|
|
controlCode.AddRange(GetPlayerInput(reader, secondaryType));
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
break;
|
|
|
|
|
case 3:
|
|
|
|
|
controlCode.AddRange(GetAnimationIndex(reader, secondaryType));
|
|
|
|
|
break;
|
|
|
|
|
case 4:
|
|
|
|
|
controlCode.AddRange(GetSoundIndex(reader, secondaryType));
|
|
|
|
|
break;
|
|
|
|
|
case 5:
|
|
|
|
|
controlCode.AddRange(GetPause(reader, secondaryType));
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
reader.BaseStream.Position += dataSize;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
controlCode.Add('>');
|
|
|
|
|
|
|
|
|
|
return controlCode.ToArray();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private char[] GetTextModifier(FileReader reader, short secondaryType)
|
|
|
|
|
{
|
|
|
|
|
List<char> result = new List<char>();
|
|
|
|
|
|
|
|
|
|
switch (secondaryType)
|
|
|
|
|
{
|
|
|
|
|
case 0:
|
|
|
|
|
break;
|
|
|
|
|
case 1:
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
result.AddRange($"size:{ reader.ReadInt16() }");
|
|
|
|
|
break;
|
|
|
|
|
case 3:
|
|
|
|
|
result.AddRange($"Color:{ reader.ReadInt16() }");
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return result.ToArray();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private char[] GetPause(FileReader reader, short secondaryType)
|
|
|
|
|
{
|
|
|
|
|
List<char> result = new List<char>();
|
|
|
|
|
|
|
|
|
|
switch (secondaryType)
|
|
|
|
|
{
|
|
|
|
|
case 0:
|
|
|
|
|
result.AddRange("pause:short");
|
|
|
|
|
break;
|
|
|
|
|
case 1:
|
|
|
|
|
result.AddRange("pause:medium");
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
result.AddRange("pause:long");
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return result.ToArray();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private char[] GetAnimationIndex(FileReader reader, short secondaryType)
|
|
|
|
|
{
|
|
|
|
|
List<char> result = new List<char>();
|
|
|
|
|
|
|
|
|
|
switch (secondaryType)
|
|
|
|
|
{
|
|
|
|
|
case 0:
|
|
|
|
|
throw new FormatException();
|
|
|
|
|
case 1:
|
|
|
|
|
result.AddRange($"Anim:{ reader.ReadUInt16() }");
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
break;
|
|
|
|
|
case 3:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return result.ToArray();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private char[] GetSoundIndex(FileReader reader, short secondaryType)
|
|
|
|
|
{
|
|
|
|
|
List<char> result = new List<char>();
|
|
|
|
|
|
|
|
|
|
switch (secondaryType)
|
|
|
|
|
{
|
|
|
|
|
case 1:
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
short stringIDSize = (short)(reader.ReadInt16() / 2);
|
|
|
|
|
result.AddRange("Sound:");
|
|
|
|
|
for (int i = 0; i < stringIDSize; i++)
|
|
|
|
|
result.Add((char)reader.ReadInt16());
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return result.ToArray();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private char[] GetPlayerInput(FileReader reader, short secondaryType)
|
|
|
|
|
{
|
|
|
|
|
List<char> result = new List<char>();
|
|
|
|
|
|
|
|
|
|
switch (secondaryType)
|
|
|
|
|
{
|
|
|
|
|
case 4:
|
|
|
|
|
case 5:
|
|
|
|
|
case 6:
|
|
|
|
|
result.AddRange("choice:");
|
|
|
|
|
reader.BaseStream.Position -= 2;
|
|
|
|
|
short numChoices = (short)(reader.ReadInt16() / 2);
|
|
|
|
|
for (int i = 0; i < numChoices; i++)
|
|
|
|
|
{
|
|
|
|
|
if (i != 0)
|
|
|
|
|
result.Add(',');
|
|
|
|
|
result.AddRange($"{ reader.ReadInt16() }");
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return result.ToArray();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class NLI1 : MSBTEntry
|
|
|
|
|
{
|
|
|
|
|
public List<Tuple<uint, int>> Entries = null;
|
|
|
|
|
|
|
|
|
|
public override void Read(FileReader reader, Header header)
|
|
|
|
|
{
|
|
|
|
|
Entries = new List<Tuple<uint, int>>();
|
|
|
|
|
|
|
|
|
|
Padding = reader.ReadBytes(8);
|
|
|
|
|
EntryCount = reader.ReadUInt32();
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < EntryCount; i++)
|
|
|
|
|
{
|
|
|
|
|
uint MessageID = reader.ReadUInt32();
|
|
|
|
|
int MessageIndex = reader.ReadInt32();
|
|
|
|
|
|
|
|
|
|
Entries.Add(Tuple.Create(MessageID, MessageIndex));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void Write(FileWriter writer, Header header)
|
|
|
|
|
{
|
|
|
|
|
writer.Write(Padding);
|
|
|
|
|
writer.Write(Entries.Count);
|
|
|
|
|
for (int i = 0; i < Entries.Count; i++)
|
|
|
|
|
{
|
|
|
|
|
writer.Write(Entries[i].Item1); //MessageID
|
2019-08-11 15:10:32 +00:00
|
|
|
|
writer.Write(Entries[i].Item2); //MessageIndex
|
2019-04-22 21:52:21 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class LBL1 : MSBTEntry
|
|
|
|
|
{
|
2019-04-30 19:25:42 +00:00
|
|
|
|
public List<LabelGroup> Groups = new List<LabelGroup>();
|
|
|
|
|
public List<LabelEntry> Labels = new List<LabelEntry>();
|
2019-04-22 21:52:21 +00:00
|
|
|
|
|
|
|
|
|
public override void Read(FileReader reader, Header header)
|
|
|
|
|
{
|
|
|
|
|
Padding = reader.ReadBytes(8);
|
2019-04-30 19:25:42 +00:00
|
|
|
|
long pos = reader.Position;
|
2019-04-22 21:52:21 +00:00
|
|
|
|
EntryCount = reader.ReadUInt32();
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < EntryCount; i++)
|
|
|
|
|
{
|
2019-04-30 19:25:42 +00:00
|
|
|
|
LabelGroup group = new LabelGroup();
|
|
|
|
|
group.NumberOfLabels = reader.ReadUInt32();
|
|
|
|
|
group.Offset = reader.ReadUInt32();
|
|
|
|
|
Groups.Add(group);
|
|
|
|
|
}
|
2019-04-22 21:52:21 +00:00
|
|
|
|
|
2019-04-30 19:25:42 +00:00
|
|
|
|
foreach (LabelGroup group in Groups)
|
|
|
|
|
{
|
|
|
|
|
reader.Seek(pos + group.Offset, SeekOrigin.Begin);
|
|
|
|
|
for (int i = 0; i < group.NumberOfLabels; i++)
|
2019-04-22 21:52:21 +00:00
|
|
|
|
{
|
2019-04-30 19:25:42 +00:00
|
|
|
|
LabelEntry entry = new LabelEntry();
|
2020-02-14 23:25:08 +00:00
|
|
|
|
entry.Length = reader.ReadByte();
|
2019-04-30 19:25:42 +00:00
|
|
|
|
entry.Name = reader.ReadString((int)entry.Length);
|
|
|
|
|
entry.Index = reader.ReadUInt32();
|
|
|
|
|
entry.Checksum = (uint)Groups.IndexOf(group);
|
|
|
|
|
Labels.Add(entry);
|
2019-04-22 21:52:21 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
2019-04-30 19:25:42 +00:00
|
|
|
|
|
|
|
|
|
reader.Align(8);
|
2019-04-22 21:52:21 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void Write(FileWriter writer, Header header)
|
|
|
|
|
{
|
2020-02-14 23:25:08 +00:00
|
|
|
|
writer.Seek(8);
|
2019-04-22 21:52:21 +00:00
|
|
|
|
|
2020-02-14 23:25:08 +00:00
|
|
|
|
long pos = writer.Position;
|
|
|
|
|
writer.Write(Groups.Count);
|
|
|
|
|
for (int i = 0; i < Groups.Count; i++) {
|
|
|
|
|
writer.Write(Groups[i].NumberOfLabels);
|
|
|
|
|
writer.Write(uint.MaxValue);
|
|
|
|
|
}
|
2019-04-22 21:52:21 +00:00
|
|
|
|
|
2020-02-14 23:25:08 +00:00
|
|
|
|
int index = 0;
|
|
|
|
|
for (int g = 0; g < Groups.Count; g++) {
|
|
|
|
|
writer.WriteUint32Offset(pos + 8 + (g * 8), pos);
|
|
|
|
|
for (int i = 0; i < Groups[g].NumberOfLabels; i++)
|
|
|
|
|
{
|
|
|
|
|
writer.Write((byte)Labels[index].Name.Length);
|
|
|
|
|
writer.WriteString(Labels[index].Name, Labels[index].Length);
|
|
|
|
|
writer.Write(Labels[index].Index);
|
|
|
|
|
|
|
|
|
|
index++;
|
|
|
|
|
}
|
2019-04-30 19:25:42 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
2019-04-22 21:52:21 +00:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-22 21:23:07 +00:00
|
|
|
|
public static void WriteSection(FileWriter writer, Header header, string magic, MSBTEntry section)
|
|
|
|
|
{
|
|
|
|
|
long startPos = writer.Position;
|
|
|
|
|
writer.WriteSignature(magic);
|
|
|
|
|
writer.Write(uint.MaxValue);
|
|
|
|
|
section.Write(writer, header);
|
2020-02-14 23:25:08 +00:00
|
|
|
|
long endPos = writer.Position;
|
2019-09-22 21:23:07 +00:00
|
|
|
|
|
2020-02-14 23:25:08 +00:00
|
|
|
|
writer.AlignBytes(16, 0xAB);
|
|
|
|
|
//Skip 20 bytes from the header
|
|
|
|
|
writer.WriteSectionSizeU32(startPos + 4, startPos + 0x10, endPos);
|
2019-09-22 21:23:07 +00:00
|
|
|
|
}
|
|
|
|
|
|
2019-04-22 02:00:38 +00:00
|
|
|
|
public class MSBTEntry
|
|
|
|
|
{
|
|
|
|
|
public byte[] Data;
|
|
|
|
|
public string Signature;
|
2019-04-22 21:52:21 +00:00
|
|
|
|
public byte[] Padding = new byte[8];
|
|
|
|
|
public uint EntryCount;
|
2019-04-22 02:00:38 +00:00
|
|
|
|
|
|
|
|
|
public virtual void Read(FileReader reader, Header header)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
public virtual void Write(FileWriter writer, Header header)
|
|
|
|
|
{
|
2019-04-22 21:52:21 +00:00
|
|
|
|
writer.Write(Padding);
|
2019-04-22 02:00:38 +00:00
|
|
|
|
writer.Write(Data);
|
|
|
|
|
}
|
|
|
|
|
}
|
Add files for the new one.
Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles
Alot of things optimized. UI is very fast and snappy now
Dae rigging fixed.
Dae bones can be imported.
Dae with textures can be imported and exported to a folder
Custom sampler editor for sampler data.
Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited
User data editor
Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements
Skeleton can be viewed
GFPAK with some fixes in saving
NUTEXB has proper mip map viewing
PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed
Files can be associated with the program and opened with on clicking them
ASTC textures can be viewed
UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits
Textures use a new editor. It includes channel viewing and some new editing options
Fixed black textures on some wii u bfres
Fixed saving sarcs in sarcs
Shortcut keys have been added in. CTRL + S can save the active file in the currently used window
Fix more issues with bfres crashing
File - New includes BNTX for creating new bntx files from scatch
Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these
Sharc files can have source data previewed and shader programs in XML
Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update
Byaml uses it's own editor instead of a seperate window for easy saving within sarcs
Archives have a hex viewer
Dae exporting greatly improved and can export rigged meshes
Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list)
Memory usage is greatly improved
Narc (Nitro Archives) can be viewed and extracted.
Fixed importing TGA images
Support importing ASTC textures for bntx
Added in PBR lighting for bfres from my implimentaion in forge
Added gradient background for viewport. This can be edited in the settings
Added skybox background option for viewport. Can load cubemaps
Added grid with customizable cells for viewport.
DDS decompression no longer requires Direct X tex.
Zlib decompression has been improved for opening files that use it
Rigid bones are properly ordered on importing a mesh. May fix some exploding issues.
Endianness for KCL can be toggled for saving. Will be set to what it was using orignally
Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good
Vertex buffers can be added and removed. Also re encoded
Parameters now use drop down panels with values for easier editing
Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically
Fixed animation scaling for skeletal animations finally!
Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport
Fixed support for audio files to be big endian in BARS
Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save.
Animations are split into multiple sub sections for switch's material animation for easier access
Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from)
Every section can be added in as new for both wii u and switch.
Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later)
Added option to copy UV channel
Bone weights can be previewed
Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more!
Fixed 3.3 Wii U bfres from not opening
Wii U Sharcfb files can have shader program data previewed (XML)
And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
|
|
|
|
}
|
|
|
|
|
}
|