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Releases: ShrineFox/AtlusScriptGUI

AtlusScriptGUI 3.5

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@ShrineFox ShrineFox released this 08 Dec 18:32
eb7d2f7

Changelog

  • Adds an option to update to latest AtlusScriptCompiler via GitHub
  • Remove option to set AtlusScriptCompiler path (defaults to installation in AtlusScriptGUI folder)
  • Auto-download latest AtlusScriptCompiler when Exe is not found
  • Add toggle for showing output log (will simply print whether task succeeded or failed, helpful to speed up process for large files)
  • Now uses AtlusScriptCompiler exit code to determine if task succeeded or failed

Note:

  • If you get errors related to System.Text.Json while (de)compiling, try installing the .NET 9 Desktop Runtime and then try again.
  • If that doesn't work, also try running the updater again. This seemed to fix it for me for some reason.

AtlusScriptGUI 3.4.2

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@ShrineFox ShrineFox released this 05 Dec 21:43
  • Now checks the log to determine if (de)compilation tasks succeeded before proceeding with any file renaming/deletion

AtlusScriptGUI 3.4.1

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@ShrineFox ShrineFox released this 05 Dec 20:56
  • Overwrite/delete .uasset BMD header files when decompiling with those options enabled
  • Attempt to prevent deletion of original input files if decompilation fails
    • (This only checks if the expected output file doesn't exist, so if it's overwriting an existing output and then fails, it may still not be enough to prevent the original file being deleted)

AtlusScriptGUI 3.4

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@ShrineFox ShrineFox released this 05 Dec 02:35
b1dfe3e
  • Add Catherine Classic/FB Support (by @Ahtheerr) #16
  • Add P3R Support
  • Added ability to decompile .uassets to .flow/.msg and vice versa
  • Added toggle for V4/V4BE BF output
  • Check for AtlusScriptCompiler.exe path when picking files instead of at startup
  • Added option to change AtlusScriptCompiler.exe path

AtlusScriptGUI 3.3

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@ShrineFox ShrineFox released this 05 Apr 21:16
  • Fixes output extension always being .msg when decompiling with "overwrite" setting enabled
  • Now prompts you for your AtlusScriptCompiler.exe path if the one in the Config.json isn't found
  • Added option to inject .msg into existing .bf (skips recompiling .bf to edit message data)

AtlusScriptGUI 3.2

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@ShrineFox ShrineFox released this 18 Dec 02:47
  • Fix P5R library not being used to decompile P5R .BMDs (thanks to #14 for pointing this out)

AtlusScriptGUI 3.1

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@ShrineFox ShrineFox released this 16 Sep 18:57
e928599
  • Fix compiling/decompiling multiple files at once
  • Fix relative path to AtlusScriptCompiler.exe not working
  • Separate dropdown list for Encoding (only used for games with multiple Encoding options)
  • Use path in Config.json for AtlusScriptCompiler.exe path (use double-slashes!)

Hotfix 9/17/23

  • Fix encoding args, clear output log between operations

AtlusScriptGUI 3.0

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@ShrineFox ShrineFox released this 14 Sep 18:15
7960c2e

Latest Changes

  • Changed name
  • Built-in light/dark theme toggle
  • You can now click the Compile/Decompile buttons to browse for files using a popup dialog
  • Options are hidden in the menustrip dropdowns for a more elegant appearance
  • Form is now freely resizable and features a built-in output log
  • Added option to delete .h files after decompiling .bmd to .msg
  • P5R_EFIGS encoding option added in place of PS4 EU
  • "Overwrite" option now applies to decompiling as well

Update 2.3

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@ShrineFox ShrineFox released this 02 Feb 17:16

Update: 2.3

Commits from @CodedRubyChan

I also separated the UI thread from the (de)compiling function, so it should no longer freeze the form while the compiler is in progress.

AtlusScriptCompiler GUI 2.2

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@ShrineFox ShrineFox released this 25 Oct 23:46