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Haruhi Chokuretsu Editor

The Haruhi Chokuretsu Editor is a WPF application that can be used to interface with Suzumiya Haruhi no Chokuretsu's archive files. This document will walk you through how to use the program.

The application has four tabs at the top, each of which contains different functions for interacting with particular archives.

Events

The Events tab contains functions for interacting with event files (and string files more generally) in evt.bin and dat.bin. On the left of the screen is a list box that, upon opening an archive, will contain a list of all the files in that archive. On the right is the editor pane, which is itself composed of four tabs: Dialogue, Topics, Front Pointers, and End Pointers.

Tabs

Dialogue

The Dialogue tab in the editor pane contains all of the strings in the file selected in the list box. They are prepended by the speaker's name and encoded in Shift-JIS encoding. This means that when editing them directly you will need to use an IME to type in full-width alphanumeric characters (assuming you want Latin characters).

Topics

The Topics tab contains information on the Topics present in the selected file. In mainline event files, these represent the Topics you can obtain during that episode. In the Topics file (0x245 / 581), this represents all the topics available in the game. The values displayed are (in order):

  • The Topic's unique identifier (hexadecimal)
  • The Topic's dialogue index (relevant in the Topics file)
  • The Topic's text/name
  • The event triggered by selecting the Topic during the Puzzle Phase (decimal followed by hex)

Front Pointers

At the top of this tab are the uncompressed lengths, followed by the hex compressed lengths (real and calculated) on the following line. After this, all of the front pointers are listed and can be modified.

End Pointers

All of the end pointers are listed and can be modified.

Buttons

Button Function
Open Opens evt.bin.
Open DAT Opens dat.bin.
Save Saves the currently open archive.
Export Exports the selected file as uncompressed binary data.
Import Imports an uncompressed binary file from disk and replaces the selected file with it.
Export Strings Exports the strings in the currently selected file as a .NET resource (RESX) file.
Import Strings Imports a .NET resource (RESX) file and replaces the strings in the currently selected file with those in the RESX. This is the preferred method of modifying a file's strings as it does font replacement work for you.
Export All Strings Exports all strings from all files in the currently open archive to the provided directory.
Import All Strings Imports all strings of a given language code from a folder of .NET resource (RESX) files.
Export Topics Exports the topics in a series of files (defined from the currently selected file to a file you specify) to a CSV. Useful for collating which topics are available in a given episode.
Search/Next Searches through the open archive for a given string.

Graphics

The Graphics tab allows you to interact with the files in grp.bin. On the left of the screen is a list box that, upon opening an archive, will contain a list of all files in that archive. On the right is the editor pane, which itself is composed of three tabs: Preview, Palette, and Statistics.

Tabs

Tiles/Texture

The Preview tab displays an image representing the currently selected file. For Shade Texture files, it will display the texture or tiles represented by the file. For Layouts, it will display several controls allowing you to create a layout preview and then edit that layout. The controls are as follows:

  • Start – The starting index of the layout (which layout entry will be the first to be drawn)
  • Length – The number of layout entries to draw after that starting entry.
  • Preview Layout – Pressing this button will render the layout.
  • Dark Mode – Ticking this box before rendering will cause the background to be black, allowing for easy viewing of white/transparent tiles.
  • Total Entries – The total number of layout entries.

After this, the layout preview is displayed. Below it is a series of controls for the layout entries. They are as follows:

  1. (Non-editable) The layout entry number
  2. The relative SHTX index
  3. The texture X
  4. The texture Y
  5. The texture width
  6. The texture height
  7. The screen X
  8. The screen Y
  9. The screen width
  10. The screen height
  11. The tint color

Editing these values will change the values in the layout. These can then be saved or exported to preserve these changes.

Palette

The Palette tab allows you to view the palette of a selected Shade Texture file. The palette data is shown left to right, top to bottom.

Statistics

The Statistics tab is independent of the listbox selection and shows stats on the presence of certain byte combinations in the headers of Shade Texture files.

Buttons

Button Function
Open Opens grp.bin.
Save Saves the currently open archive.
Export Exports the selected file as uncompressed binary data.
Import Imports an uncompressed binary file from disk and replaces the selected file with it.
Export Image Exports currently selected image as a PNG file.
Import Image Imports a PNG file and sets the contents of the currently selected file to match it.
Import Image with Palette Same as Import Image but additionally generates a palette from the PNG file and replaces the palette data with it.
Add Image Adds an image to the archive.

Data

The Data tab is intended for viewing content files in dat.bin. Currently, it can only open and save dat.bin and import and export data files. The editor view only displays the file length.

Compression

The Compression tab simply has two buttons which will compress or decompress files on disk using the Shade compression algorithm.