- I re-tested the "GOG Linux" mod with the normal linux sharedassets and it works, so the special variant is not is not required. - I think this is because we upgrade the GOG/MG Linux variant anyway, which means no special sharedassets is required (maybe it was required in the past, but not now) - If there are still issues, we should fix it by upgrading the variant, rather than creating new sharedassets - See https://github.com/07th-mod/ui-editing-scripts/issues/16 - See https://github.com/orian34/matsuribayashi/issues/9 - See https://github.com/07th-mod/python-patcher/issues/128
UI Compiler
Scripts for easier editing of Unity assets for Higurashi.
The main rust script will generate a new emip file, apply it to the assets and pack the assets into 7zip archive we need for a release.
Documentation Notes
Please note that documentation is in two places:
- This Readme.md file (for basic usage information)
- Detailed documentation with images etc. on our Wiki.
- You don't need to read all of this to use the tool!
Instructions for Translators
Overall, the workflow for translators is:
- Setup your computer to run our tool, including cloning or forking this repo
- Modify/replace the files in the repo with your translated versions
- Run our tool to generate the
.assetsand.languageSpecificAssetsfiles you can include in your release
Please continue with detailed instructions below.
Setup (Windows Only)
The below instructions only work on Windows!
- Follow the instructions here to install Python 3, and make sure Python is on your path
- If the above link doesn't work, just make sure you do the following:
- During the install, make sure you tick the checkbox "Add Python 3 to PATH"
- After the install is finished, open a fresh command window, then type
pythonto check if python is correctly on your path (should display the python prompt)
- For translators, fork this repository (Github forking instructions)
- A fork is recommended for translators as you can check in your changes to github. It also allows you to use Github for building and hosting assets
- Clone the repository (either this repository, or the one you forked) to your computer
Modifying images, text, and fonts
To modify images
To modify images, replace the image files in the assets/images folder.
Folder info:
images/shared: images common to all chaptersimages/question_arcs: images specific to chapters 1-4images/answer_arcs: images specific to chapters 5-8images/specific/[CHAPTER_NAME]: images specific to a particular chapterimages/version-specific/[CHAPTER_NAME]: images specific to a particular chapter + unity version combo
Make sure have a quick look at all the folders before starting work, so you don't miss any images by accident.
To modify text
The game contains various text which is not contained in the game script or the DLL (it is stored directly in the .assets file). This text is also not stored as image files, so you can't edit an image to change it.
To edit these text files, edit the assets/text-edits.json file. Please read https://07th-mod.com/wiki/developer/sharedassets/ui-editing-scripts/#unitytextmodifier for more details on how to edit this file.
To modify fonts
To modify fonts, see
- For Chapters 1-8: https://07th-mod.com/wiki/developer/sharedassets/ui-editing-scripts/#adding-font-support-for-a-new-language-chapters-1-8-only
- Note: Due to some Unity plugins being no longer supported, you may have trouble following these instructions. Please let us know if you have problems and we'll try to sort it out.
- For Chapter 9 https://07th-mod.com/wiki/developer/sharedassets/ui-editing-scripts/#adding-font-support-for-a-new-language-higurashi-rei-onwards-only
Fonts are stored in the assets/fonts folder as *.dat files, with the exception of Rei where fonts are stored in the assets/files-2019.4 folder.
To modify other files
The assets/files-[UNITY_VERSION] folders contain files applied to a particular Unity version, regardless of chapter. You normally don't need to modify these files.
Currently these folders contain higher quality caret sprites (the little cursor/triangle displayed at the end of a text line), with the exception of the assets/files-2019.4 folder which also contains fonts for Higurashi Rei.
Generating .assets and .languageSpecificAssets files (Windows Only)
To list the supported Higurashi chapters for this tool, run
python build.py
which should show an error message and list available chapters
Then run
python build.py onikakushi
Then the output files will be located in the output/translation folder. You can then merge the HigurashiEp0X_Data folder with the one in your release. Please include all the files (not just the sharedassets0.assets file), so the installer can select the correct file at install time.
If you want to rebuild all chapters, run python build.py all to build all chapters.
Common Problems
You may encounter the following problems:
- Windows Defender may block/delete our precompiled
ui-compiler.exe. In this case, you can either try to unblock it, or install Rust to make the script compile it on your own computer. Contact us if you have this issue. - For any other error, likely we just need to update the build script, so please contact us.
Updating dependencies
NOTE: The script should automatically detect if the vanilla assets or UABE has changed, and re-download them. But if that doesn't work, use the '--force-download' option like so:
python build.py rei --force-download
Instructions for Dev Team
Instructions are the same as for translators, but archive files will be automatically created in the output folder
Modifying Assets
Assets are located in the assets folder. Replace any file in the assets folder, then run the script again, and it should be included in the generated assets files.
Building assets using Github Actions
Note for forks/translators
Github actions might be disabled for your forks. Clicking on the 'Actions' tab should allow you to enable it. Please do this before proceeding.
Triggering Github Actions Builds
Building a release
To use Github Actions to build a release, create a tag like v1.0.6_onikakushi which contains the chapter name (separated by an underscore) you want to build (or 'all' for all chapters).
Click on the 'Actions' tab to observe the build process.
Once the build is complete, go to the 'Releases' page, and a new draft release should appear. You can check everything is OK before publishing the release, or just download the files without publishing the release.
Note that doing this will build both the translation.7z file for translators to use, and also the individual archives for the 07th-mod developers to use.
Building ui-compiler.exe using Github Actions
To build just the ui-compiler.exe using Github Actions (on Github's server), push any tag to the repository.
New Episode Preperation Instructions
The following information is only used when adding support for a new episode.
Please look through the detailed documentation, especially if you're working on a new chapter, new language, or using UABE - this file does not contain information on those topics.
WARNING about Unix/MacOS sharedassets0.assets
We've found that the MacOS sharedassets can be used on Linux, but the Linux sharedassets CANNOT be used on MacOS in certain cases, giving you the "purple text" issue.
For this reason, whenever a new chapter is prepared, the 'vanilla' unix sharedassets0.assets should be taken from the MacOS version.
Preparing font files
You'll need to extract the 'msgothic' font files from the stock .assets file before starting:
- Open one of the
sharedassets0.assetsfrom the new episode in UABE - Find two font files (search for
*msgothic*and hit F3 a couple times). Note there are other files with msgothic in the name, you're looking for ~100kb files with the exact names below:MonoBehaviour msgothic_0 SDFMonoBehaviour msgothic_2 SDF
- Click "Export Raw" and save the files to disk
- Rename them as
msgothic_0.datandmsgothic_2.dat - Move them to
assets/vanilla/<chapter>/msgothic_0.dat&assets/vanilla/<chapter>/msgothic_2.dat
Extra Notes
If you want to use this tool to compile assets for a different language, you can change the files in the assets directory to your needs.
Developer Notes
Documentation for the underlying python scripts can be found here.
Manual Setup and Running Instructions (Windows Only)
We suggest using the above python script intead to setup everything, but these instructions remain here for reference.
These instructions do not rely on the build.py script, and are roughly how we ran the ui-editing-scripts before the build.py was created.
Note: these are rough instructions only, and may need updating.
- Install Python 3
- Run
python -m pip install -r requirements.txt(orpython3instead ofpython), to install the python dependencies - Download the vanilla assets from our website, then extract them to the root of the repository (the
assetsfolder in the archive will merge with theassetsfile in the repository) - Download and extract UABE somewhere, then make sure
AssetBundleExtractor.exeis on your path - Decide whether you want to get the pre-compiled executable, or compile the executable yourself (see below):
Option 1: Getting the pre-compiled executable
- Download the pre-compiled
ui-compiler.exe - Make sure it is on your path, or in the root of the repository
Option 2: Compiling the exe yourself
- Follow this guide to install Rust on Windows There are some gotchas for Windows (like you need to install Visual Studio before installing rust).
- In the root of the repository, run
cargo buildto check everything works correctly.
Running ui-editor-scripts
- To compile a particular chapter/variant, open
build.pyand look at the valid chapters, for example:onikakushi 5.2.2f1matsuribayashi 2017.2.5 unix 51100D6D
- Run
cargo run(compile yourself) orui-compiler(pre-compiled) with the command you chose earlier. Following the previous example:cargo run onikakushi 5.2.2f1cargo run matsuribayashi 2017.2.5 unix 51100D6D
If you compiled the exe yourself, you can run the ./compileall.sh under windows by using git bash which comes with Git for Windows.