Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Translation Toolkit 3DS: Difference between revisions

From GameBrew
No edit summary
No edit summary
Line 1: Line 1:
{{Infobox-3DS-Homebrews
{{Infobox-3DS-Homebrews
| title = TranslationToolkit
| title = TranslationToolkit
| image = https://dlhb.gamebrew.org/3dshomebrew/TranslationToolkit-3DS.jpg|250px
| type = Hack Utilities
| type = Hack Utilities
| version = v2.7.2
| version = v2.7.2

Revision as of 11:48, 28 September 2021

Template:Infobox-3DS-Homebrews

Translation Toolkit

Translation Toolkit is a command line interface to simplify the workflow for translating 3DS games and releasing patches.

It uses the following tools:

Using Translation Toolkit

You can download the newest version as an executable from the Release Page. Extract the archive and copy TranslationToolkit.exe to the root of your translation directory and run it.

Scripts

Apply Patches (AP)

This script is used to apply .xdelta, .patJ and .patE patches to all files from the original game.

It searches internally specified folders using the naming scheme <folder>_<language> (e.g. Layout_EN) for patches and applies them to the files with matching names from the folder <folder>_<originalLanguage> (e.g. Layout_JA).
A <file>.<ext>.xdelta patch will create <file>.<ext>, a <file>.patJ patch will create <file>.binJ and update <file>.savJ if found and a <file>.patE patch will create <file>.e and update <file>.savE if found.
Only files with a different hash will be overriden by default. The default original language is JA.

Options:

  • -f: Force overriding all files even if their hashes match (e.g. AP -f).
  • -o=<XY>: Set the original language to <XY> (e.g. AP -o=JA).

Create Patches (CP)

This script is used to create .xdelta, .patJ and .patE patches for all edited game files.

It searches internally specified folders using the naming scheme <folder>_<language> (e.g. Layout_EN) for edited files and creates patches using the files with matching names from the folder <folder>_<originalLanguage> (e.g. Layout_JA).
A <file>.<ext> file will create a <file>.<ext>.xdelta patch, a <file>.savJ project file will create a <file>.patJ patch and a <file>.savE project file will create a <file>.patE patch. If no <file>.savJ or <file>.savE project file is found <file>.binJ and <file>.e files are used to create the patch.
Only patches with a different hash will be overriden by default. The default original language is JA.

Options:

  • -f: Force overriding all patches even if their hashes match (e.g. CP -f).
  • -o=<XY>: Set the original language to <XY> (e.g. CP -o=JA).

Distribute (D)

This script is used to copy all edited game files to a folder that matches the file structure of an extracted .cia or .3ds file. You can use this to either copy it to your extracted game to create a patched .cia or .3ds file, or use the S script to send the files to your 3DS so Luma can patch them.

The script requires you to specify a single language (e.g.EN) or multiple languages (e.g. DE,EN) to distribute. If you specify multiple languages the translations of the first language are used whenever possible. The other languages are used when translations are missing. This works line-by-line for .binJ files (if .patJ files are found) and file-by-file for all other file types.
Additionally you need to specify a version. If you choose the original version (v1.0) only those files are being distributed. If you chose an updated version (e.g. v1.1) the files from the original version and the updated files will be distributed.
The third value is the directory you want the files to be distributed to.

The script only overrides files with a different hash by default. The default original language is JA.

Options:

  • -f: Force overriding all files even if their hashes match (e.g. D -f).
  • -o=<XY>: Set the original language to <XY> (e.g. D -o=JA).

Send via FTP (S)

This script is used to send the with the D script generated folder to 3DS so Luma can patch the game. For this to work your 3DS needs a FTP Server application, for example FTPD, and your 3DS and your PC need to be connected to the same network.

The script requires you to specify the following values to properly send the files:

  • Folder: The folder generated by the D script.
  • Title ID: The ID of the game you want to patch.
  • 3DS IP: The local IP address of your 3DS. FTPD displays it on the top screen (e.g. [192.168.1.1]:5000).
  • Port: The port the FTP Server is listening. FTPD displays it on the top screen (e.g. [192.168.1.1]:5000).
  • User: The registered username. In FTPD you can configure this in the settings by opening the Menu (Y) and selecting Settings. (This can be left blank to connect unauthorized.)
  • Password: The registered password. This value can be configured the same way as the username can. (This can be left blank to connect unauthorized.)

The script only overrides files when they are newer than the files on the 3DS by default. Make sure your computer and the 3DS are set to the same time and date.

Options:

  • -f: Force overriding all files even if the timestamp is newer (e.g. S -f).

Send to Citra (SC)

This script is used to send the with the D script generated folder to Citra's mod folder.

The script requires you to specify the following values to properly send the files:

  • Folder: The folder generated by the D script.
  • Title ID: The ID of the game you want to patch.

Options:

  • -f: Force overriding all files even if their hashes match (e.g. SC -f).

Setup Workspace (SW)

This script is used to download the latest patches from the repository, copy the required original files from the extracted CIA and run the AP script.

The script requires you to specify the following values:

  • Download URL or Zip File: The url for downloading all patches as a zip file, or the full path to a local zip file.
  • CIA Folder: The folder containing the extracted CIA file.

Options:

  • -f: Force overriding all files even if their hashes match (e.g. SW -f).
  • -o=<XY>: Set the original language to <XY> (e.g. SW -o=JA).

Update Workspace (UW)

This script is used to download the latest patches from the repository and run the AP script.

The script requires you to specify the following values:

  • Download URL or Zip File: The url for downloading all patches as a zip file, or the full path to a local zip file.

Options:

  • -f: Force overriding all files even if their hashes match (e.g. UW -f).
  • -o=<XY>: Set the original language to <XY> (e.g. UW -o=JA).

Release Patches (RP)

This script is used to create banner.xdelta, code.xdelta and RomFS.xdelta patches by distributing the files for a given language and version and rebuilding the banner and romFS files.

The script requires you to specify the following values:

  • Language: A single language (e.g.EN) or multiple languages (e.g. DE,EN) to distribute. More information can be found in the details of the D script.
  • Version: The version to release patches for (e.g. v1.0, v1.1).
  • CIA Folder: The folder containing the extracted CIA file to override. Do not use the folder you used for the SW script, but a copy of it.
  • Patches File: The archive file to write the patches to.

Options:

  • -o=<XY>: Set the original language to <XY> (e.g. RP -o=JA).

Replace Files (RF)

This script searches the given destination folder for files with the same name as the files in the given source folder and replaces them. This can be used to update multiple .bclim files at once when editing .arc files.

Create Saves (CS)

This script is used to apply .patJ and .patE patches to all files from the original game in order to create .savJ and .savE files.
It can also be used to update the decoding tables used in those files by enabling the -f option.

It searches internally specified folders using the naming scheme <folder>_<language> (e.g. Message_EN) for patches and applies them to the files with matching names from the folder <folder>_<originalLanguage> (e.g. Message_JA).
A <file>.patJ patch will create <file>.savJ and a <file>.patE patch will <file>.savE.
No files will be overwritten by default. The default original language is JA.

The script requires you to specify the following values:

  • Table File: The filename of the updated decoding table. This table will be stored inside the save files.

Options:

  • -f: Force overriding all files even if they exist (e.g. CS -f).
  • -o=<XY>: Set the original language to <XY> (e.g. CS -o=JA).

Extract Game (EG)

This script is used to extract a .cia or .3ds file in order to use the extracted folder for the SW script.

The script requires you to specify the following values:

  • Game File: The full path to the .cia or .3ds to extract.
  • Game Folder: The full path to the folder the game should be extracted to. This folder can then be used by the SW script.

Rebuild Game (RG)

This script is used to rebuild a .cia or .3ds file after using the RP script.

The script requires you to specify the following values:

  • Game Folder: The full path to the folder containing the game files. The folder from the RP script can be used for it.
  • Game File: The full path to the destination .cia or .3ds file to create.
  • CIA Version: If you want to rebuild a .cia file you need to specify a version as a string (e.g. v1.0.0) or integer (e.g. 1024).

Distribute & Send via FTP (DS)

This script combines the D and S scripts.

Distribute & Send to Citra (DSC)

This script combines the D and SC scripts.

Configuring Translation Toolkit

When starting the program it searches for a file named .ttparams which defines the file structure of the game and the repository. If the file is missing default values will be used. It is a json file with the following, optional parameters:

  • SEP: The separator token used in .binJ and .e files as a string of hexadecimal digits. More information can be found in BinJ Format and E Format.

Example: "E31B"

  • XDELTA: The base names of the folders in the repository and the corresponding file extensions of game files inside those folders for which .xdelta patches should be used as an object from string to list of strings.

Example: "Banner": [".bcwav", ".cbmd", ".cgfx"]

  • PAT: The base names of the folders in the repository and the corresponding type of file (binJ or e), game file extension, save file extension and patch file extension for which .patJ or .patE patches should be used as an object from string to list of strings.

Example: "Message": ["binJ", ".binJ", ".savJ", ".patJ"]

  • PARENT: The base names of the folders in the repository mapped to the directories in the game files as an object from string to string.

Example: "Banner": "ExtractedBanner"

  • UPDATE_ACTIONS: A list of operations that should be executed when the UW or SW script is called as a list of lists. Valid actions are:
    • rename-folder: Rename the folders with the first argument as the base name to folders with the second argument as the base name.

Example: ["rename-folder", ["Code", "ExeFS"]]

    • delete-folder: Delete the folders with the argument as the base name.

Example: ["delete-folder", "Code"]

For Developers

Setup

This program is written using Python 3.8. Addionally you need JTools.py found in BinJ Editor.

Running

You can run the program by using the command python TranslationToolkit.py.

Distributing

To pack the program into a single executable file, pyinstaller is needed. Simply run the command pyinstaller TranslationToolkit.spec --noconfirm and the executable will be created in the dist folder.

Advertising: