TaikoNus3bankMake/TaikoSongConversionTool/gui.py

3383 lines
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Python
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import glob
import gzip
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import json
import os
import random
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import re
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import shutil
import subprocess
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import struct
import tempfile
import tkinter as tk
import sv_ttk
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import xml.etree.ElementTree as ET
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from cryptography.hazmat.backends import default_backend
from cryptography.hazmat.primitives import padding
from cryptography.hazmat.primitives.ciphers import Cipher, algorithms, modes
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from PIL import Image, ImageDraw, ImageFont
from pydub import AudioSegment
from pydub.exceptions import CouldntDecodeError
from tkinter import ttk, messagebox
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selected_songs = set()
selected_song_ids = []
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# Function to load configuration from file
def load_config():
config_file = "config.json"
default_config = {
#"max_concurrent": 5, # Default values if not specified in config file
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"lang": "en",
"audio_quality": "high",
"texture_quality": "high",
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"custom_songs": False,
"custom_song_path": "data_custom/"
}
try:
with open(config_file, "r") as f:
config = json.load(f)
# Override default values with values from config file
default_config.update(config)
except FileNotFoundError:
print(f"Config file '{config_file}' not found. Using default configuration.")
return default_config
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data_dir = "data/"
musicinfo_path = os.path.join(data_dir, "datatable", "musicinfo.json")
wordlist_path = os.path.join(data_dir, "datatable", "wordlist.json")
previewpos_path = os.path.join(data_dir, "datatable", "previewpos.json")
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# Load configuration
config = load_config()
custom_songs = config["custom_songs"]
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lang = config["lang"]
audio_quality = config["audio_quality"]
texture_quality = config["texture_quality"]
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if custom_songs == True:
print("Custom Song Loading Enabled")
custom_data_dir = config.get('custom_song_path')
custom_musicinfo_path = os.path.join(custom_data_dir, "datatable", "musicinfo.json")
custom_wordlist_path = os.path.join(custom_data_dir, "datatable", "wordlist.json")
custom_previewpos_path = os.path.join(custom_data_dir, "datatable", "previewpos.json")
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item_selection_state = {}
with open(musicinfo_path, "r", encoding="utf-8") as musicinfo_file:
music_info = json.load(musicinfo_file)
with open(wordlist_path, "r", encoding="utf-8") as wordlist_file:
word_list = json.load(wordlist_file)
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if custom_songs == True:
with open(custom_musicinfo_path, "r", encoding="utf-8") as custom_musicinfo_file:
custom_music_info = json.load(custom_musicinfo_file)
with open(custom_wordlist_path, "r", encoding="utf-8") as custom_wordlist_file:
custom_word_list = json.load(custom_wordlist_file)
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if lang == "jp":
genre_map = {
0: ("ポップス", "#219fbb"),
1: ("アニメ", "#ff9700"),
2: ("ボーカロイド", "#a2c4c8"),
3: ("バラエティ", "#8fd321"),
4: ("Unused", "#000000"),
5: ("クラシック", "#d1a016"),
6: ("ゲームミュージック", "#9c72c0"),
7: ("ナムコオリジナル", "#ff5716"),
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}
else:
genre_map = {
0: ("Pop", "#219fbb"),
1: ("Anime", "#ff9700"),
2: ("Vocaloid", "#a2c4c8"),
3: ("Variety", "#8fd321"),
4: ("Unused (Kids)", "#000000"),
5: ("Classic", "#d1a016"),
6: ("Game Music", "#9c72c0"),
7: ("Namco Original", "#ff5716"),
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}
if lang == "jp":
song_titles = {item["key"]: item["japaneseText"] for item in word_list["items"]}
song_subtitles = {item["key"]: item["japaneseText"] for item in word_list["items"]}
else:
song_titles = {item["key"]: item["englishUsText"] for item in word_list["items"]}
song_subtitles = {item["key"]: item["englishUsText"] for item in word_list["items"]}
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if custom_songs == True:
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if lang == "jp":
custom_song_titles = {item["key"]: item["japaneseText"] for item in custom_word_list["items"]}
custom_song_subtitles = {item["key"]: item["japaneseText"] for item in custom_word_list["items"]}
else:
custom_song_titles = {item["key"]: item["englishUsText"] for item in custom_word_list["items"]}
custom_song_subtitles = {item["key"]: item["englishUsText"] for item in custom_word_list["items"]}
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window = tk.Tk()
window.title("Taiko no Tatsujin Song Conversion GUI Tool")
window.iconbitmap('gui.ico')
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# Set the initial size of the window
window.geometry("1400x800") # Width x Height
# Create a new style for Treeview with grid lines
style = ttk.Style()
style.configure("Treeview", rowheight=25, borderwidth=1)
style.layout("Treeview", [('Treeview.treearea', {'sticky': 'nswe'})])
# Use the new style for the Treeview
style.configure("Treeview.Heading", background="lightgrey", foreground="black", borderwidth=1)
style.map("Treeview.Heading", background=[('active', 'grey')])
sv_ttk.set_theme("dark")
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# Create a frame to contain the Treeview and scrollbar
main_frame = ttk.Frame(window)
main_frame.pack(fill="both", expand=True, padx=10, pady=10)
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# Create Treeview and Scrollbar
tree = ttk.Treeview(main_frame, columns=("Select", "ID", "Song Name", "Song Subtitle", "Genre", "Difficulty"), show="headings", selectmode="extended")
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if lang == "jp":
tree.heading("Song Name", text="")
tree.heading("Song Subtitle", text="曲名")
tree.heading("Genre", text="ジャンル順")
tree.heading("Difficulty", text="むずかしさ")
tree.heading("Select", text="移動")
else:
tree.heading("Song Name", text="Song Name")
tree.heading("Song Subtitle", text="Song Subtitle")
tree.heading("Genre", text="Genre")
tree.heading("Difficulty", text="Difficulty")
tree.heading("Select", text="Select")
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tree.heading("ID", text="ID")
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tree.column("Select", width=20, anchor=tk.CENTER)
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tree.column("ID", width=60, anchor=tk.W)
tree.column("Song Name", anchor=tk.W)
tree.column("Song Subtitle", anchor=tk.W)
tree.column("Genre", width=100, anchor=tk.W)
tree.column("Difficulty", width=120, anchor=tk.W)
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vsb = ttk.Scrollbar(main_frame, orient="vertical", command=tree.yview)
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tree.configure(yscrollcommand=vsb.set)
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# Pack Treeview and Scrollbar into the main_frame
tree.pack(side="left", fill="both", expand=True)
vsb.pack(side="right", fill="y")
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# Counter for selected items
selection_count = tk.IntVar()
selection_count.set(0) # Initial selection count
def on_search_keyrelease(event):
print("Key released:", event.keysym)
#filter_treeview()
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# Search Entry
if lang == "jp":
search_label = tk.Label(window, text="フィルター曲:", anchor="w")
else:
search_label = tk.Label(window, text="Filter Songs:", anchor="w")
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search_label.pack(side="top", padx=20, pady=0, anchor="w")
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search_var = tk.StringVar()
search_entry = ttk.Entry(window, textvariable=search_var)
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search_entry.pack(side="bottom", fill="x", padx=10, pady=10)
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def toggle_checkbox(event):
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selected_items = tree.selection()
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platform = game_platform_var.get()
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for item_id in selected_items:
values = list(tree.item(item_id, "values"))
song_id = values[1] # Ensure this points to the correct column for song ID
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# Retrieve the song data to check the starUra value
song = next((song for song in music_info["items"] if str(song["id"]) == song_id), None)
if custom_songs and not song:
song = next((song for song in custom_music_info["items"] if str(song["id"]) == song_id), None)
star_ura = song.get("starUra", 0) if song else 0
increment = 1
if platform == "WIIU3" and star_ura > 0:
increment = 2
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if values[0] == "":
values[0] = ""
if song_id not in selected_song_ids:
selected_song_ids.append(song_id)
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selection_count.set(selection_count.get() + increment)
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else:
values[0] = ""
if song_id in selected_song_ids:
selected_song_ids.remove(song_id)
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selection_count.set(selection_count.get() - increment)
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tree.item(item_id, values=values)
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update_selection_count()
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return "break"
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def filter_treeview():
search_text = search_var.get().strip().lower()
populate_tree(search_text) # Populate Treeview with filtered data
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def populate_tree(search_text=""):
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# Clear existing items in the Treeview
tree.delete(*tree.get_children())
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def add_song_to_tree(song, title_dict, subtitle_dict):
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song_id = f"{song['id']}"
genre_no = song["genreNo"]
genre_name, genre_color = genre_map.get(genre_no, ("Unknown Genre", "white"))
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english_title = title_dict.get(f"song_{song_id}", "-")
english_subtitle = subtitle_dict.get(f"song_sub_{song_id}", "-")
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star_easy = song.get("starEasy", "N/A")
star_normal = song.get("starNormal", "N/A")
star_hard = song.get("starHard", "N/A")
star_mania = song.get("starMania", "N/A")
star_ura = song.get("starUra", 0)
difficulty_info_parts = [
f"{star_easy}",
f"{star_normal}",
f"{star_hard}",
f"{star_mania}",
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]
if star_ura > 0:
difficulty_info_parts.append(f"{star_ura}")
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difficulty_info = " | ".join(difficulty_info_parts)
# Check if the search text matches the song name
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if search_text in english_title.lower():
values = ["", song_id, english_title, english_subtitle, genre_name, difficulty_info]
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if song_id in selected_song_ids:
values[0] = ""
item_id = tree.insert("", "end", values=values, tags=(genre_name,))
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tree.tag_configure(genre_name, background=genre_color)
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# Re-select item if it was previously selected
if song_id in selected_song_ids:
tree.selection_add(item_id)
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for song in sorted(music_info["items"], key=lambda x: x["id"]): # Sort by ID
add_song_to_tree(song, song_titles, song_subtitles)
if custom_songs:
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for song in sorted(custom_music_info["items"], key=lambda x: x["id"]): # Sort by ID
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add_song_to_tree(song, custom_song_titles, custom_song_subtitles)
search_entry.bind("<KeyRelease>", lambda event: filter_treeview())
def sort_tree(sort_option):
# Clear existing items in the Treeview
tree.delete(*tree.get_children())
def add_sorted_songs(sorted_songs, title_dict, subtitle_dict):
for song in sorted_songs:
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song_id = f"{song['id']}"
genre_no = song["genreNo"]
genre_name, genre_color = genre_map.get(genre_no, ("Unknown Genre", "white"))
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english_title = title_dict.get(f"song_{song_id}", "-")
english_subtitle = subtitle_dict.get(f"song_sub_{song_id}", "-")
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star_easy = song.get("starEasy", "N/A")
star_normal = song.get("starNormal", "N/A")
star_hard = song.get("starHard", "N/A")
star_mania = song.get("starMania", "N/A")
star_ura = song.get("starUra", 0)
difficulty_info_parts = [
f"{star_easy}",
f"{star_normal}",
f"{star_hard}",
f"{star_mania}",
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]
if star_ura > 0:
difficulty_info_parts.append(f"{star_ura}")
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difficulty_info = " | ".join(difficulty_info_parts)
values = ["", song_id, english_title, english_subtitle, genre_name, difficulty_info]
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if song_id in selected_song_ids:
values[0] = ""
item_id = tree.insert("", "end", values=values, tags=(genre_name,))
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tree.tag_configure(genre_name, background=genre_color)
# Re-select item if it was previously selected
if song_id in selected_song_ids:
tree.selection_add(item_id)
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if sort_option == "ID":
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sorted_songs = sorted(music_info["items"], key=lambda x: x["id"])
add_sorted_songs(sorted_songs, song_titles, song_subtitles)
if custom_songs:
sorted_custom_songs = sorted(custom_music_info["items"], key=lambda x: x["id"])
add_sorted_songs(sorted_custom_songs, custom_song_titles, custom_song_subtitles)
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elif sort_option == "Song Name":
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sorted_songs = sorted(music_info["items"], key=lambda x: song_titles.get(f"song_{x['id']}", "-"))
add_sorted_songs(sorted_songs, song_titles, song_subtitles)
if custom_songs:
sorted_custom_songs = sorted(custom_music_info["items"], key=lambda x: custom_song_titles.get(f"song_{x['id']}", "-"))
add_sorted_songs(sorted_custom_songs, custom_song_titles, custom_song_subtitles)
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elif sort_option == "Genre":
for genre_no in sorted(genre_map.keys()):
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sorted_songs = [song for song in music_info["items"] if song["genreNo"] == genre_no]
add_sorted_songs(sorted_songs, song_titles, song_subtitles)
if custom_songs:
sorted_custom_songs = [song for song in custom_music_info["items"] if song["genreNo"] == genre_no]
add_sorted_songs(sorted_custom_songs, custom_song_titles, custom_song_subtitles)
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def populate_song_entry(song):
#unique_id = ""
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song_id = f"{song['id']}"
genre_no = song["genreNo"]
genre_name, genre_color = genre_map.get(genre_no, ("Unknown Genre", "white"))
english_title = song_titles.get(f"song_{song_id}", "-")
english_subtitle = song_subtitles.get(f"song_sub_{song_id}", "-")
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if custom_songs == True:
english_title = custom_song_titles.get(f"song_{song_id}", "-")
english_subtitle = custom_song_subtitles.get(f"song_sub_{song_id}", "-")
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star_easy = song.get("starEasy", "N/A")
star_normal = song.get("starNormal", "N/A")
star_hard = song.get("starHard", "N/A")
star_mania = song.get("starMania", "N/A")
star_ura = song.get("starUra", 0)
difficulty_info_parts = [
f"{star_easy}",
f"{star_normal}",
f"{star_hard}",
f"{star_mania}",
]
if star_ura > 0:
difficulty_info_parts.append(f"{star_ura}")
difficulty_info = " | ".join(difficulty_info_parts)
tree.insert("", "end", values=("", song_id, english_title, english_subtitle, genre_name, difficulty_info))
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tree.tag_configure(genre_name, background=genre_color)
# Populate the Treeview initially
populate_tree()
def update_selection_count(event=None):
selected_items = tree.selection()
count_selected = selection_count.get() # Retrieve the value of selection_count
platform = game_platform_var.get()
if platform == "PS4":
max_entries = 400
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elif platform == "WIIU3":
if texture_quality == "low":
max_entries = 460
else:
max_entries = 260
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elif platform == "NS1":
max_entries = 600
elif platform == "PTB":
max_entries = 200
else:
max_entries = 0
if len(selected_items) > max_entries:
messagebox.showerror("Selection Limit Exceeded", f"Maximum {max_entries} entries can be selected for {platform}.")
else:
# Update the selection count label text
selection_count_label.config(text=f"{count_selected}/{max_entries}")
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def clear_selection():
# Get all items in the treeview
all_items = tree.get_children()
for item_id in all_items:
values = list(tree.item(item_id, "values"))
song_id = values[1] # Ensure this points to the correct column for song ID
if values[0] == "":
values[0] = ""
tree.item(item_id, values=values)
# Clear the selected song IDs and reset the selection count
selected_song_ids.clear()
selection_count.set(0)
# Update the selection count display
update_selection_count()
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tree.bind("<ButtonRelease-1>", toggle_checkbox)
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def preview_audio(song_id):
preview_pos = get_preview_pos(song_id)
if preview_pos is not None:
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song_filename = os.path.join(data_dir, "sound", f"song_{song_id}.mp3")
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subprocess.run(["ffplay", "-autoexit", "-ss", f"{preview_pos / 1000}", song_filename])
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if custom_songs:
custom_preview_pos = get_preview_pos(song_id)
if custom_preview_pos is not None:
custom_song_filename = os.path.join(custom_data_dir, "sound", f"song_{song_id}.mp3")
subprocess.run(["ffplay", "-autoexit", "-ss", f"{custom_preview_pos / 1000}", custom_song_filename])
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def get_preview_pos(song_id):
with open(previewpos_path, "r", encoding="utf-8") as previewpos_file:
previewpos_data = json.load(previewpos_file)
for item in previewpos_data:
if item["id"] == song_id:
return item["previewPos"]
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if custom_songs:
with open(custom_previewpos_path, "r", encoding="utf-8") as custom_previewpos_file:
custom_previewpos_data = json.load(custom_previewpos_file)
for item in custom_previewpos_data:
if item["id"] == song_id:
return item["previewPos"]
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return None
def preview_selected():
selected_item = tree.selection()
if selected_item:
song_id = tree.item(selected_item[0])["values"][1] # Ensure this points to the correct column for song ID
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preview_audio(song_id)
def merge_ptb(file1_path, file2_path, output_path):
# Load the contents of the first wordlist file
with open(file1_path, 'r', encoding='utf-8') as file1:
data1 = json.load(file1)
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# Load the contents of the second wordlist file
with open(file2_path, 'r', encoding='utf-8') as file2:
data2 = json.load(file2)
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# Filter out entries from file 1 where key starts with "song_"
filtered_items = [item for item in data1['items'] if not item['key'].startswith('song_')]
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# Update entries from file 2 and add them to the filtered list
for item2 in data2['items']:
# Set englishUsFontType to 3
item2['englishUsFontType'] = 3
# Add missing translation fields using englishUsText from file 2
languages = ['french', 'italian', 'german', 'spanish', 'chineseT', 'korean',
'portuguese', 'russian', 'turkish', 'arabic', 'dutch', 'chineseS']
for lang in languages:
if lang + 'Text' not in item2:
item2[lang + 'Text'] = item2['englishUsText']
item2[lang + 'FontType'] = 3
# Add updated item from file 2 to the filtered list
filtered_items.append(item2)
# Update data1 with the merged and filtered items
data1['items'] = filtered_items
# Save the updated JSON back to file
with open(output_path, 'w', encoding='utf-8') as output_file:
json.dump(data1, output_file, indent=4, ensure_ascii=False)
print(f"Merged wordlists saved to '{output_path}'.")
def encrypt_file_ptb_audio(input_file, output_file, key, iv):
with open(input_file, 'rb') as f_in:
data = f_in.read()
backend = default_backend()
cipher = Cipher(algorithms.AES(key), modes.CBC(iv), backend=backend)
encryptor = cipher.encryptor()
padded_data = data + b'\0' * (16 - len(data) % 16) # Pad the data to make it a multiple of block size
encrypted_data = encryptor.update(padded_data) + encryptor.finalize()
# Write IV followed by encrypted data to output file
with open(output_file, 'wb') as f_out:
f_out.write(iv)
f_out.write(encrypted_data)
# audio conversion stuff(ptb)
def create_and_encrypt_acb(input_audio, song_id):
# Generate a unique random temporary folder name
with tempfile.TemporaryDirectory(prefix='song_') as temp_folder:
try:
# Convert input audio to 44100Hz WAV
temp_wav_file = os.path.join(temp_folder, f'input_{song_id}.wav')
audio = AudioSegment.from_file(input_audio)
audio = audio.set_frame_rate(44100)
audio.export(temp_wav_file, format='wav')
# Generate .hca file using VGAudioCli.exe
hca_folder = os.path.join(temp_folder, f'song_{song_id}')
os.makedirs(hca_folder, exist_ok=True)
hca_file = os.path.join(hca_folder, '00000.hca')
subprocess.run(['data/_resource/executable/VGAudioCli.exe', temp_wav_file, hca_file], check=True)
# Copy sample .acb template to temporary location
acb_template = 'data/_resource/templates/song_sample.acb'
temp_acb_file = os.path.join(temp_folder, f'song_{song_id}.acb')
shutil.copy(acb_template, temp_acb_file)
# Edit .acb using ACBEditor
subprocess.run(['data/_resource/executable/ACBEditor.exe', hca_folder], check=True)
# Encrypt .acb file to .bin with IV prepended
key = bytes.fromhex('54704643596B474170554B6D487A597A')
iv = bytes([0xFF] * 16)
encrypted_bin_file = os.path.join(temp_folder, f'song_{song_id}.bin')
encrypt_file_ptb_audio(temp_acb_file, encrypted_bin_file, key, iv)
# Move encrypted .bin file to the root folder
final_bin_file = f'song_{song_id}.bin'
shutil.move(encrypted_bin_file, final_bin_file)
except Exception as e:
print(f"Error: {e}")
def merge_ps4_int(file1_path, file2_path, output_path):
# Load the contents of the first wordlist file
with open(file1_path, 'r', encoding='utf-8') as file1:
data1 = json.load(file1)
# Load the contents of the second wordlist file
with open(file2_path, 'r', encoding='utf-8') as file2:
data2 = json.load(file2)
# Define keys to remove from data1, for space saving reasons. (sorry south americans)
keys_to_remove_data1 = ["neutralSpanishText","neutralSpanishFontType","brazilPortugueseText","brazilPortugueseFontType"]
# Filter out entries from file 1 where key starts with "song_" and remove specific keys
filtered_items_data1 = []
for item in data1['items']:
if not item['key'].startswith('song_'):
# Remove specific keys from item
filtered_item = {k: v for k, v in item.items() if k not in keys_to_remove_data1}
#filtered_items = [item for item in data1['items'] if not item['key'].startswith('song_')]
filtered_items_data1.append(filtered_item)
# Define keys to remove from data2
keys_to_remove_data2 = ["japaneseText", "japaneseFontType", "chineseTText","chineseTFontType","koreanText","koreanFontType"]
# Filter out specific keys from entries in file 2
filtered_items_data2 = []
for item in data2['items']:
# Remove specific keys from item
filtered_item = {k: v for k, v in item.items() if k not in keys_to_remove_data2}
filtered_items_data2.append(filtered_item)
# Extend filtered data1 with filtered data2
filtered_items_data1.extend(filtered_items_data2)
# Update data1 with the merged and filtered items
data1['items'] = filtered_items_data1
# Save the updated JSON back to file
with open(output_path, 'w', encoding='utf-8') as output_file:
json.dump(data1, output_file, indent=4, ensure_ascii=False)
print(f"Merged wordlists saved to '{output_path}'.")
def merge_ps4_jp(file1_path, file2_path, output_path):
# Load the contents of the first wordlist file
with open(file1_path, 'r', encoding='utf-8') as file1:
data1 = json.load(file1)
# Load the contents of the second wordlist file
with open(file2_path, 'r', encoding='utf-8') as file2:
data2 = json.load(file2)
# Define keys to remove from data1
keys_to_remove_data1 = ["frenchText", "frenchFontType", "italianText", "italianFontType", "germanText", "germanFontType", "spanishText", "spanishFontType","neutralSpanishText","neutralSpanishFontType","brazilPortugueseText","brazilPortugueseFontType"]
# Filter out entries from file 1 where key starts with "song_" and remove specific keys
filtered_items_data1 = []
for item in data1['items']:
if not item['key'].startswith('song_'):
# Remove specific keys from item
filtered_item = {k: v for k, v in item.items() if k not in keys_to_remove_data1}
filtered_items_data1.append(filtered_item)
# Define keys to remove from data2
keys_to_remove_data2 = [""]
# Filter out specific keys from entries in file 2
filtered_items_data2 = []
for item in data2['items']:
# Remove specific keys from item
filtered_item = {k: v for k, v in item.items() if k not in keys_to_remove_data2}
filtered_items_data2.append(filtered_item)
# Extend filtered data1 with filtered data2
filtered_items_data1.extend(filtered_items_data2)
# Update data1 with the merged and filtered items
data1['items'] = filtered_items_data1
# Save the updated JSON back to file
with open(output_path, 'w', encoding='utf-8') as output_file:
json.dump(data1, output_file, indent=4, ensure_ascii=False)
print(f"Merged wordlists saved to '{output_path}'.")
def merge_ns1_int(file1_path, file2_path, output_path):
# Load the contents of the first wordlist file
with open(file1_path, 'r', encoding='utf-8') as file1:
data1 = json.load(file1)
# Load the contents of the second wordlist file
with open(file2_path, 'r', encoding='utf-8') as file2:
data2 = json.load(file2)
# Define keys to remove from data1
keys_to_remove_data1 = ["japaneseText", "chineseTText","chineseTFontType","koreanText","koreanFontType"]
# Filter out entries from file 1 where key starts with "song_" and remove specific keys
filtered_items_data1 = []
for item in data1['items']:
if not item['key'].startswith('song_'):
# Remove specific keys from item
filtered_item = {k: v for k, v in item.items() if k not in keys_to_remove_data1}
filtered_items_data1.append(filtered_item)
# Define keys to remove from data2
keys_to_remove_data2 = ["japaneseText", "japaneseFontType", "chineseTText","chineseTFontType","koreanText","koreanFontType"]
for item2 in data2['items']:
# Set englishUsFontType to 3
item2['englishUsFontType'] = 0
# Add missing translation fields using englishUsText from file 2
languages = ['french', 'italian', 'german', 'spanish']
for lang in languages:
if lang + 'Text' not in item2:
item2[lang + 'Text'] = item2['englishUsText']
item2[lang + 'FontType'] = 3
for item3 in data2['items']:
if not item3['key'].startswith('song_detail_'):
item3['englishUsFontType'] = 3
# Filter out specific keys from entries in file 2
filtered_items_data2 = []
for item in data2['items']:
# Remove specific keys from item
filtered_item = {k: v for k, v in item.items() if k not in keys_to_remove_data2}
filtered_items_data2.append(filtered_item)
# Extend filtered data1 with filtered data2
filtered_items_data1.extend(filtered_items_data2)
# Update data1 with the merged and filtered items
data1['items'] = filtered_items_data1
# Save the updated JSON back to file
with open(output_path, 'w', encoding='utf-8') as output_file:
json.dump(data1, output_file, indent=4, ensure_ascii=False)
print(f"Merged wordlists saved to '{output_path}'.")
def merge_ns1_jp(file1_path, file2_path, output_path):
# Load the contents of the first wordlist file
with open(file1_path, 'r', encoding='utf-8') as file1:
data1 = json.load(file1)
# Load the contents of the second wordlist file
with open(file2_path, 'r', encoding='utf-8') as file2:
data2 = json.load(file2)
# Define keys to remove from data1
keys_to_remove_data1 = ["frenchText", "frenchFontType", "italianText", "italianFontType", "germanText", "germanFontType", "spanishText", "spanishFontType"]
# Filter out entries from file 1 where key starts with "song_" and remove specific keys
filtered_items_data1 = []
for item in data1['items']:
if not item['key'].startswith('song_'):
# Remove specific keys from item
filtered_item = {k: v for k, v in item.items() if k not in keys_to_remove_data1}
filtered_items_data1.append(filtered_item)
# Define keys to remove from data2
keys_to_remove_data2 = ["japaneseFontType"]
for item2 in data2['items']:
# Set englishUsFontType to 3
item2['englishUsFontType'] = 0
for item3 in data2['items']:
if not item3['key'].startswith('song_detail_'):
item3['englishUsFontType'] = 3
# Filter out specific keys from entries in file 2
filtered_items_data2 = []
for item in data2['items']:
# Remove specific keys from item
filtered_item = {k: v for k, v in item.items() if k not in keys_to_remove_data2}
filtered_items_data2.append(filtered_item)
# Extend filtered data1 with filtered data2
filtered_items_data1.extend(filtered_items_data2)
# Update data1 with the merged and filtered items
data1['items'] = filtered_items_data1
# Save the updated JSON back to file
with open(output_path, 'w', encoding='utf-8') as output_file:
json.dump(data1, output_file, indent=4, ensure_ascii=False)
print(f"Merged wordlists saved to '{output_path}'.")
# audio conversion stuff(ns1/ps4)
#from idsp.py
def convert_audio_to_idsp(input_file, output_file):
temp_folder = tempfile.mkdtemp()
try:
if not input_file.lower().endswith('.wav'):
temp_wav_file = os.path.join(temp_folder, "temp.wav")
audio = AudioSegment.from_file(input_file)
audio.export(temp_wav_file, format="wav")
input_file = temp_wav_file
vgaudio_cli_path = os.path.join("data/_resource/executable", "VGAudioCli.exe")
subprocess.run([vgaudio_cli_path, "-i", input_file, "-o", output_file], check=True)
finally:
shutil.rmtree(temp_folder, ignore_errors=True)
#from lopus.py
def convert_audio_to_opus(input_file, output_file):
# Create a unique temporary folder to store intermediate files
temp_folder = tempfile.mkdtemp()
try:
# Check if the input file is already in WAV format
if not input_file.lower().endswith('.wav'):
# Load the input audio file using pydub and convert to WAV
temp_wav_file = os.path.join(temp_folder, "temp.wav")
audio = AudioSegment.from_file(input_file)
audio = audio.set_frame_rate(48000) # Set frame rate to 48000 Hz
audio.export(temp_wav_file, format="wav")
input_file = temp_wav_file
# Path to VGAudioCli executable
vgaudio_cli_path = os.path.join("data/_resource/executable", "VGAudioCli.exe")
# Run VGAudioCli to convert WAV to Switch OPUS
subprocess.run([vgaudio_cli_path, "-i", input_file, "-o", output_file, "--opusheader", "namco"], check=True)
finally:
# Clean up temporary folder
shutil.rmtree(temp_folder, ignore_errors=True)
#from wav.py
def convert_audio_to_wav(input_file, output_file):
try:
# Load the input audio file using pydub
audio = AudioSegment.from_file(input_file)
# Ensure the output file has a .wav extension
if not output_file.lower().endswith('.wav'):
output_file += '.wav'
# Export the audio to WAV format
audio.export(output_file, format="wav")
except Exception as e:
raise RuntimeError(f"Error during WAV conversion: {e}")
#from at9.py
def convert_audio_to_at9(input_file, output_file):
# Create a unique temporary folder to store intermediate files
temp_folder = tempfile.mkdtemp()
try:
# Check if the input file is already in WAV format
if not input_file.lower().endswith('.wav'):
# Load the input audio file using pydub and convert to WAV
temp_wav_file = os.path.join(temp_folder, "temp.wav")
audio = AudioSegment.from_file(input_file)
audio.export(temp_wav_file, format="wav")
input_file = temp_wav_file
# Path to AT9Tool executable
at9tool_cli_path = os.path.join("data/_resource/executable", "at9tool.exe")
# Run VGAudioCli to convert WAV to AT9
subprocess.run([at9tool_cli_path, "-e", "-br", "192", input_file, output_file], check=True)
finally:
# Clean up temporary folder
shutil.rmtree(temp_folder, ignore_errors=True)
# from bnsf.py
def convert_to_mono_48k(input_file, output_file):
"""Convert input audio file to 16-bit mono WAV with 48000 Hz sample rate."""
try:
audio = AudioSegment.from_file(input_file)
audio = audio.set_channels(1) # Convert to mono
audio = audio.set_frame_rate(48000) # Set frame rate to 48000 Hz
audio = audio.set_sample_width(2) # Set sample width to 16-bit (2 bytes)
audio.export(output_file, format='wav')
except CouldntDecodeError:
print(f"Error: Unable to decode {input_file}. Please provide a valid audio file.")
#sys.exit(1)
def run_encode_tool(input_wav, output_bs):
"""Run external encode tool with specified arguments."""
subprocess.run(['data/_resource/executable/encode.exe', '0', input_wav, output_bs, '48000', '14000'])
def modify_bnsf_template(output_bs, output_bnsf, header_size, total_samples):
"""Modify the BNSF template file with calculated values and combine with output.bs."""
# Calculate the file size of output.bs
bs_file_size = os.path.getsize(output_bs)
# Create modified BNSF data
new_file_size = bs_file_size + header_size - 0x8
total_samples_bytes = total_samples.to_bytes(4, 'big')
bs_file_size_bytes = bs_file_size.to_bytes(4, 'big')
# Read BNSF template data
with open('data/_resource/templates/header.bnsf', 'rb') as template_file:
bnsf_template_data = bytearray(template_file.read())
# Modify BNSF template with calculated values
bnsf_template_data[0x4:0x8] = new_file_size.to_bytes(4, 'big') # File size
bnsf_template_data[0x1C:0x20] = total_samples_bytes # Total sample count
bnsf_template_data[0x2C:0x30] = bs_file_size_bytes # Size of output.bs
# Append output.bs data to modified BNSF template
with open(output_bs, 'rb') as bs_file:
bs_data = bs_file.read()
final_bnsf_data = bnsf_template_data + bs_data
# Write final BNSF file
with open(output_bnsf, 'wb') as output_file:
output_file.write(final_bnsf_data)
#from nus3.py
def generate_random_uint16_hex():
return format(random.randint(0, 65535), '04X')
def select_template_name(game, output_file):
base_filename = os.path.splitext(output_file)[0]
length = len(base_filename)
if game == "nijiiro":
if length == 8:
return "song_ABC"
elif length == 9:
return "song_ABCD"
elif length == 10:
return "song_ABCDE"
elif length == 11:
return "song_ABCDEF"
elif length == 12:
return "song_ABCDEFG"
elif length == 13:
return "song_ABCDEFGH"
elif game == "ps4":
if length == 8:
return "song_ABC"
elif length == 9:
return "song_ABCD"
elif length == 10:
return "song_ABCDE"
elif length == 11:
return "song_ABCDEF"
elif game == "ns1":
if length == 8:
return "song_ABC"
elif length == 9:
return "song_ABCD"
elif length == 10:
return "song_ABCDE"
elif length == 11:
return "song_ABCDEF"
elif game == "wiiu3":
if length == 8:
return "song_ABC"
elif length == 9:
return "song_ABCD"
elif length == 10:
return "song_ABCDE"
elif length == 11:
return "song_ABCDEF"
raise ValueError("Unsupported game or output file name length.")
def modify_nus3bank_template(game, template_name, audio_file, preview_point, output_file):
game_templates = {
"nijiiro": {
"template_folder": "nijiiro",
"templates": {
"song_ABC": {
"unique_id_offset": 176,
"audio_size_offsets": [76, 1568, 1852],
"preview_point_offset": 1724,
"song_placeholder": "song_ABC",
"template_file": "song_ABC.nus3bank"
},
"song_ABCD": {
"unique_id_offset": 176,
"audio_size_offsets": [76, 1568, 1852],
"preview_point_offset": 1724,
"song_placeholder": "song_ABCD",
"template_file": "song_ABCD.nus3bank"
},
"song_ABCDE": {
"unique_id_offset": 176,
"audio_size_offsets": [76, 1568, 1852],
"preview_point_offset": 1724,
"song_placeholder": "song_ABCDE",
"template_file": "song_ABCDE.nus3bank"
},
"song_ABCDEF": {
"unique_id_offset": 180,
"audio_size_offsets": [76, 1576, 1868],
"preview_point_offset": 1732,
"song_placeholder": "song_ABCDEF",
"template_file": "song_ABCDEF.nus3bank"
},
"song_ABCDEFG": {
"unique_id_offset": 180,
"audio_size_offsets": [76, 1672, 1964],
"preview_point_offset": 1824,
"song_placeholder": "song_ABCDEFG",
"template_file": "song_ABCDEFG.nus3bank"
},
"song_ABCDEFGH": {
"unique_id_offset": 180,
"audio_size_offsets": [76, 1576, 1868],
"preview_point_offset": 1732,
"song_placeholder": "song_ABCDEFGH",
"template_file": "song_ABCDEFGH.nus3bank"
},
}
},
"ns1": {
"template_folder": "ns1",
"templates": {
"song_ABC": {
"audio_size_offsets": [76, 5200, 5420],
"preview_point_offset": 5324,
"song_placeholder": "SONG_ABC",
"template_file": "SONG_ABC.nus3bank"
},
"song_ABCD": {
"audio_size_offsets": [76, 5200, 5420],
"preview_point_offset": 5324,
"song_placeholder": "SONG_ABCD",
"template_file": "SONG_ABCD.nus3bank"
},
"song_ABCDE": {
"audio_size_offsets": [76, 5200, 5404],
"preview_point_offset": 5320,
"song_placeholder": "SONG_ABCDE",
"template_file": "SONG_ABCDE.nus3bank"
},
"song_ABCDEF": {
"audio_size_offsets": [76, 5208, 5420],
"preview_point_offset": 5324,
"song_placeholder": "SONG_ABCDEF",
"template_file": "SONG_ABCDEF.nus3bank"
}
}
},
"ps4": {
"template_folder": "ps4",
"templates": {
"song_ABC": {
"audio_size_offsets": [76, 3220, 3436],
"preview_point_offset": 3344,
"song_placeholder": "SONG_ABC",
"template_file": "SONG_ABC.nus3bank"
},
"song_ABCD": {
"audio_size_offsets": [76, 3220, 3436],
"preview_point_offset": 3344,
"song_placeholder": "SONG_ABCD",
"template_file": "SONG_ABCD.nus3bank"
},
"song_ABCDE": {
"audio_size_offsets": [76, 3220, 3436],
"preview_point_offset": 3344,
"song_placeholder": "SONG_ABCDE",
"template_file": "SONG_ABCDE.nus3bank"
},
"song_ABCDEF": {
"audio_size_offsets": [76, 3228, 3452],
"preview_point_offset": 3352,
"song_placeholder": "SONG_ABCDEF",
"template_file": "SONG_ABCDEF.nus3bank"
}
}
},
"wiiu3": {
"template_folder": "wiiu3",
"templates": {
"song_ABC": {
"audio_size_offsets": [76, 3420, 3612],
"preview_point_offset": 3540,
"song_placeholder": "SONG_ABC",
"template_file": "SONG_ABC.nus3bank"
},
"song_ABCD": {
"audio_size_offsets": [76, 3420, 3612],
"preview_point_offset": 3540,
"song_placeholder": "SONG_ABCD",
"template_file": "SONG_ABCD.nus3bank"
},
"song_ABCDE": {
"audio_size_offsets": [76, 3420, 3612],
"preview_point_offset": 3540,
"song_placeholder": "SONG_ABCDE",
"template_file": "SONG_ABCDE.nus3bank"
},
"song_ABCDEF": {
"audio_size_offsets": [76, 3428, 3612],
"preview_point_offset": 3548,
"song_placeholder": "SONG_ABCDEF",
"template_file": "SONG_ABCDEF.nus3bank"
}
}
},
}
if game not in game_templates:
raise ValueError("Unsupported game.")
templates_config = game_templates[game]
if template_name not in templates_config["templates"]:
raise ValueError(f"Unsupported template for {game}.")
template_config = templates_config["templates"][template_name]
template_folder = templates_config["template_folder"]
# Read template nus3bank file from the specified game's template folder
template_file = os.path.join("data/_resource/templates", template_folder, template_config['template_file'])
with open(template_file, 'rb') as f:
template_data = bytearray(f.read())
# Set unique ID if it exists in the template configuration
if 'unique_id_offset' in template_config:
# Generate random UInt16 hex for unique ID
unique_id_hex = generate_random_uint16_hex()
# Set unique ID in the template data at the specified offset
template_data[template_config['unique_id_offset']:template_config['unique_id_offset']+2] = bytes.fromhex(unique_id_hex)
# Get size of the audio file in bytes
audio_size = os.path.getsize(audio_file)
# Convert audio size to UInt32 bytes in little-endian format
size_bytes = audio_size.to_bytes(4, 'little')
# Set audio size in the template data at the specified offsets
for offset in template_config['audio_size_offsets']:
template_data[offset:offset+4] = size_bytes
# Convert preview point (milliseconds) to UInt32 bytes in little-endian format
preview_point_ms = int(preview_point)
preview_point_bytes = preview_point_ms.to_bytes(4, 'little')
# Set preview point in the template data at the specified offset
template_data[template_config['preview_point_offset']:template_config['preview_point_offset']+4] = preview_point_bytes
# Replace song name placeholder with the output file name in bytes
output_file_bytes = output_file.encode('utf-8')
template_data = template_data.replace(template_config['song_placeholder'].encode('utf-8'), output_file_bytes.replace(b'.nus3bank', b''))
# Append the audio file contents to the modified template data
with open(audio_file, 'rb') as audio:
template_data += audio.read()
# Write the modified data to the output file
with open(output_file, 'wb') as out:
out.write(template_data)
print(f"Created {output_file} successfully.")
def run_script(script_name, script_args):
if script_name == "idsp":
input_file, output_file = script_args
convert_audio_to_idsp(input_file, output_file)
elif script_name == "lopus":
input_file, output_file = script_args
convert_audio_to_opus(input_file, output_file)
elif script_name == "at9":
input_file, output_file = script_args
convert_audio_to_at9(input_file, output_file)
elif script_name == "wav":
input_file, output_file = script_args
convert_audio_to_wav(input_file, output_file)
elif script_name == "bnsf":
input_audio, output_bnsf = script_args
temp_folder = 'temp'
os.makedirs(temp_folder, exist_ok=True)
output_wav = os.path.join(temp_folder, 'output_mono.wav')
output_bs = os.path.join(temp_folder, 'output.bs')
header_size = 0x30
try:
convert_to_mono_48k(input_audio, output_wav)
run_encode_tool(output_wav, output_bs)
mono_wav = AudioSegment.from_wav(output_wav)
total_samples = len(mono_wav.get_array_of_samples())
modify_bnsf_template(output_bs, output_bnsf, header_size, total_samples)
print("BNSF file created:", output_bnsf)
finally:
if os.path.exists(temp_folder):
shutil.rmtree(temp_folder)
elif script_name == "nus3":
game, audio_file, preview_point, output_file = script_args
template_name = select_template_name(game, output_file)
modify_nus3bank_template(game, template_name, audio_file, preview_point, output_file)
else:
print(f"Unsupported script: {script_name}")
#sys.exit(1)
def convert_audio_to_nus3bank(input_audio, audio_type, game, preview_point, song_id):
output_filename = f"song_{song_id}.nus3bank"
converted_audio_file = f"{input_audio}.{audio_type}"
if audio_type in ["bnsf", "at9", "idsp", "lopus", "wav"]:
try:
run_script(audio_type, [input_audio, converted_audio_file])
run_script("nus3", [game, converted_audio_file, preview_point, output_filename])
print(f"Conversion successful! Created {output_filename}")
if os.path.exists(converted_audio_file):
os.remove(converted_audio_file)
print(f"Deleted {converted_audio_file}")
except subprocess.CalledProcessError as e:
print(f"Error: {e}")
else:
print(f"Unsupported audio type: {audio_type}")
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#wiiu3 texture gen
# Define a dictionary for vertical forms of certain punctuation marks
rotated_chars = {
'': '', '': '',
'': '', '': '',
'': '', '': '',
'': '', '': '',
'': '', '': '',
'': '', '': '',
'': '', '': '',
'': '︿', '': '',
'': '', '': '',
'': '︿', '': '',
'': '', '': '',
'': '', '': '',
'': '', '': '',
'': '', '': '',
'': '', '': '',
'': '', '': '',
'': '', '': '',
'': '︿', '': '',
'': '', '': '',
'': '', '': '',
'': '', '': '',
'': '', '': '',
'(': '', ')': '',
'-': 'l'
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}
rotated_letters = {
'': '', '': 'l'
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}
full_width_chars = {
'': 'A', '': 'B', '': 'C', '': 'D', '': 'E', '': 'F', '': 'G', '': 'H', '': 'I',
'': 'J', '': 'K', '': 'L', '': 'M', '': 'N', '': 'O', '': 'P', '': 'Q', '': 'R',
'': 'S', '': 'T', '': 'U', '': 'V', '': 'W', '': 'X', '': 'Y', '': 'Z',
'': 'a', '': 'b', '': 'c', '': 'd', '': 'e', '': 'f', '': 'g', '': 'h', '': 'i',
'': 'j', '': 'k', '': 'l', '': 'm', '': 'n', '': 'o', '': 'p', '': 'q', '': 'r',
'': 's', '': 't', '': 'u', '': 'v', '': 'w', '': 'x', '': 'y', '': 'z'
}
def convert_full_width(text):
converted_text = ''
for char in text:
converted_text += full_width_chars.get(char, char)
return converted_text
def get_text_bbox(draw, text, font):
return draw.textbbox((0, 0), text, font=font)
def generate_image(draw, text, font, rotated_font, size, position, alignment, stroke_width, stroke_fill, fill, vertical=False, vertical_small=False):
width, height = size
# Calculate initial text dimensions
text_bbox = get_text_bbox(draw, text, font)
text_width = text_bbox[2] - text_bbox[0]
text_height = text_bbox[3] - text_bbox[1]
if vertical or vertical_small:
text_height = 0
max_char_width = 0
for char in text:
char_font = rotated_font if char in rotated_chars else font
char = rotated_chars.get(char, char)
char = rotated_letters.get(char, char)
text_bbox = get_text_bbox(draw, char, char_font)
text_height += text_bbox[3] - text_bbox[1]
char_width = text_bbox[2] - text_bbox[0]
if char_width > max_char_width:
max_char_width = char_width
text_height = max(0, text_height - 1) # Remove the last extra space
text_position = (position[0] - max_char_width / 2, (height - text_height) / 2)
else:
text_bbox = get_text_bbox(draw, text, font)
text_width = text_bbox[2] - text_bbox[0]
text_height = text_bbox[3] - text_bbox[1]
if alignment == 'center':
text_position = ((width - text_width) / 2, position[1])
elif alignment == 'right':
text_position = (width - text_width, position[1])
else:
text_position = position
if vertical:
y_offset = 5
for char in text:
char_font = rotated_font if char in rotated_chars else font
char = rotated_chars.get(char, char)
char = rotated_letters.get(char, char)
text_bbox = get_text_bbox(draw, char, char_font)
char_height = (text_bbox[3] + text_bbox[1])
char_width = text_bbox[2] - text_bbox[0]
draw.text((text_position[0] - char_width / 2, y_offset), char, font=char_font, fill=fill, stroke_width=stroke_width, stroke_fill=stroke_fill)
y_offset += char_height
elif vertical_small:
y_offset = 5
for char in text:
char_font = rotated_font if char in rotated_chars else font
char = rotated_chars.get(char, char)
char = rotated_letters.get(char, char)
text_bbox = get_text_bbox(draw, char, char_font)
char_height = (text_bbox[3] + text_bbox[1])
char_width = text_bbox[2] - text_bbox[0]
draw.text((text_position[0] - char_width / 2, y_offset), char, font=char_font, fill=fill, stroke_width=stroke_width, stroke_fill=stroke_fill)
y_offset += char_height
else:
draw.text(text_position, text, font=font, fill=fill, stroke_width=stroke_width, stroke_fill=stroke_fill)
def create_images(data, id, genreNo, font_path, rotated_font_path, current_unique_id, append_ura=False):
font_size_extra_large = 46.06875
font_size_large = 40.60875
font_size_medium = 27.3
font_size_small = 21.84
img_3_5_height = 400
formatted_id = f"{current_unique_id:04d}"
texture_output_dir = f"out/content/{formatted_id}/texture"
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folder_name = os.path.join(texture_output_dir, id)
os.makedirs(folder_name, exist_ok=True)
# Define genre colors
genre_colors = [
(0, 78, 88), # pop
(159, 61, 2), # anime
(90, 98, 129), # vocaloid
(55, 74, 0), # variety
(0, 0, 0), # unused (kids)
(115, 77, 0), # classic
(82, 32, 115), # game music
(156, 36, 8), # namco original
]
genre_color = genre_colors[genreNo]
# Initialize text variables
japanese_text = ""
japanese_sub_text = ""
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# Find the relevant texts
for item in data['items']:
if item['key'] == f'song_{id}':
japanese_text = item['japaneseText']
if item['key'] == f'song_sub_{id}':
japanese_sub_text = item['japaneseText']
# Convert full-width English characters to normal ASCII characters
japanese_text = convert_full_width(japanese_text)
japanese_sub_text = convert_full_width(japanese_sub_text) if japanese_sub_text else ''
# Append "─" character if -ura argument is provided
if append_ura:
japanese_text += ""
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padded_japanese_text = japanese_text + " "
padded_japanese_sub_text = japanese_sub_text + " "
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# Check if texts were found
if not japanese_text:
print(f"Error: No Japanese text found for song_{id}")
return
if not japanese_sub_text:
print(f"Warning: No Japanese sub text found for song_sub_{id}")
font_extra_large = ImageFont.truetype(font_path, int(font_size_extra_large))
font_large = ImageFont.truetype(font_path, int(font_size_large))
font_medium = ImageFont.truetype(font_path, int(font_size_medium))
font_small = ImageFont.truetype(font_path, int(font_size_small))
rotated_font = ImageFont.truetype(rotated_font_path, int(font_size_medium))
# Image 0.png
img0_width = 720
img0 = Image.new('RGBA', (img0_width, 64), color=(0, 0, 0, 0))
draw0 = ImageDraw.Draw(img0)
temp_img0 = Image.new('RGBA', (2880, 64), (0, 0, 0, 0)) # Temporary image with 2880px width
temp_draw0 = ImageDraw.Draw(temp_img0)
# Generate the image with the Japanese text
generate_image(temp_draw0, padded_japanese_text, font_large, rotated_font, (2880, 64), (0, 10), 'right', 5, 'black', 'white')
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# Calculate the bounding box of the entire text
text_bbox = get_text_bbox(temp_draw0, padded_japanese_text, font_large)
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text_width = (text_bbox[2] - text_bbox[0]) + 5
# Resize the image if it exceeds the specified height
if text_width > img0_width:
cropped_img0 = temp_img0.crop((2880 - text_width, 0, 2880, 64))
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scaled_img0 = cropped_img0.resize((img0_width, 64), Image.Resampling.LANCZOS)
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final_img0 = Image.new('RGBA', (img0_width, 64), (0, 0, 0, 0))
final_img0.paste(scaled_img0)
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else:
# Crop the temporary image to the actual width of the text
cropped_img0 = temp_img0.crop((2880 - text_width, 0, 2880, 64))
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final_img0 = Image.new('RGBA', (img0_width, 64), (0, 0, 0, 0))
final_img0.paste(cropped_img0, (img0_width - text_width, 0))
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# Save the final image
final_img0.save(os.path.join(folder_name, '0.png'))
# Image 1.png
img1_width = 720
img1 = Image.new('RGBA', (img1_width, 104), color=(0, 0, 0, 0))
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draw1 = ImageDraw.Draw(img1)
temp_img1 = Image.new('RGBA', (2880, 104), (0, 0, 0, 0)) # Temporary image with 2880px width
temp_draw1 = ImageDraw.Draw(temp_img1)
temp_sub_img1 = Image.new('RGBA', (2880, 104), (0, 0, 0, 0)) # Temporary image with 2880px width
temp_sub_draw1 = ImageDraw.Draw(temp_sub_img1)
# Generate the image with the Japanese text
generate_image(temp_draw1, japanese_text, font_extra_large, rotated_font, (2880, 104), (0, 13), 'center', 5, 'black', 'white')
# Calculate the bounding box of the entire text
text_bbox = get_text_bbox(temp_draw1, japanese_text, font_extra_large)
text_width = (text_bbox[2] - text_bbox[0]) + 5
# Resize the image if it exceeds the specified width
if text_width > img1_width:
# Calculate the crop box to crop equally from both sides
left_crop = (2880 - text_width) // 2
right_crop = 2880 - left_crop
cropped_img1 = temp_img1.crop((left_crop, 0, right_crop, 104))
scaled_img1 = cropped_img1.resize((img1_width, 104), Image.Resampling.LANCZOS)
img1_1 = Image.new('RGBA', (img1_width, 104), (0, 0, 0, 0))
img1_1.paste(scaled_img1)
else:
# Crop the temporary image to the actual width of the text
left_crop = (2880 - text_width) // 2
right_crop = 2880 - left_crop
cropped_img1 = temp_img1.crop((left_crop, 0, right_crop, 104))
img1_1 = Image.new('RGBA', (img1_width, 104), (0, 0, 0, 0))
offset = (img1_width - text_width) // 2
img1_1.paste(cropped_img1, (offset, 0))
# Generate the image with the Japanese sub-text
generate_image(temp_sub_draw1, japanese_sub_text, font_medium, rotated_font, (2880, 104), (0, 68), 'center', 4, 'black', 'white')
# Calculate the bounding box of the entire sub-text
text_bbox_sub = get_text_bbox(temp_sub_draw1, japanese_sub_text, font_medium)
text_width_sub = (text_bbox_sub[2] - text_bbox_sub[0]) + 5
# Resize the sub-image if it exceeds the specified width
if text_width_sub > img1_width:
# Calculate the crop box to crop equally from both sides
left_crop_sub = (2880 - text_width_sub) // 2
right_crop_sub = 2880 - left_crop_sub
cropped_img1_sub = temp_sub_img1.crop((left_crop_sub, 0, right_crop_sub, 104))
scaled_img1_sub = cropped_img1_sub.resize((img1_width, 104), Image.Resampling.LANCZOS)
img1_2 = Image.new('RGBA', (img1_width, 104), (0, 0, 0, 0))
img1_2.paste(scaled_img1_sub)
else:
# Crop the temporary sub-image to the actual width of the sub-text
left_crop_sub = (2880 - text_width_sub) // 2
right_crop_sub = 2880 - left_crop_sub
cropped_img1_sub = temp_sub_img1.crop((left_crop_sub, 0, right_crop_sub, 104))
img1_2 = Image.new('RGBA', (img1_width, 104), (0, 0, 0, 0))
offset_sub = (img1_width - text_width_sub) // 2
img1_2.paste(cropped_img1_sub, (offset_sub, 0))
final_img1 = Image.new('RGBA', (img1_width, 104), (0, 0, 0, 0))
final_img1.paste(img1_1, (0, 0))
final_img1.paste(img1_2, (0, 0), img1_2)
final_img1.save(os.path.join(folder_name, '1.png'))
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# Image 2.png
img2_width = 720
img2 = Image.new('RGBA', (img2_width, 64), color=(0, 0, 0, 0))
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draw2 = ImageDraw.Draw(img2)
temp_img2 = Image.new('RGBA', (2880, 64), (0, 0, 0, 0)) # Temporary image with 2880px width
temp_draw2 = ImageDraw.Draw(temp_img2)
# Generate the image with the Japanese text
generate_image(temp_draw2, japanese_text, font_large, rotated_font, (2880, 64), (0, 4), 'center', 5, 'black', 'white')
# Calculate the bounding box of the entire text
text_bbox = get_text_bbox(temp_draw2, japanese_text, font_large)
text_width = (text_bbox[2] - text_bbox[0]) + 5
# Resize the image if it exceeds the specified height
if text_width > img2_width:
# Calculate the crop box to crop equally from both sides
left_crop = (2880 - text_width) // 2
right_crop = 2880 - left_crop
cropped_img2 = temp_img2.crop((left_crop, 0, right_crop, 64))
scaled_img2 = cropped_img2.resize((img2_width, 64), Image.Resampling.LANCZOS)
final_img2 = Image.new('RGBA', (img2_width, 64), (0, 0, 0, 0))
final_img2.paste(scaled_img2)
else:
# Crop the temporary image to the actual width of the text
left_crop = (2880 - text_width) // 2
right_crop = 2880 - left_crop
cropped_img2 = temp_img2.crop((left_crop, 0, right_crop, 64))
final_img2 = Image.new('RGBA', (img2_width, 64), (0, 0, 0, 0))
offset = (img2_width - text_width) // 2
final_img2.paste(cropped_img2, (offset, 0))
final_img2.save(os.path.join(folder_name, '2.png'))
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# Image 3.png
img3_height = 400
img3 = Image.new('RGBA', (96, 400), color=(0, 0, 0, 0))
img3_1 = Image.new('RGBA', (96, 400), color=(0, 0, 0, 0))
img3_2 = Image.new('RGBA', (96, 400), color=(0, 0, 0, 0))
draw3 = ImageDraw.Draw(img3)
temp_img3 = Image.new('RGBA', (96, 3000), (0, 0, 0, 0)) # Temporary image with 1000px height
temp_draw3 = ImageDraw.Draw(temp_img3)
temp_sub_img3 = Image.new('RGBA', (96, 3000), (0, 0, 0, 0)) # Temporary image with 1000px height
temp_sub_draw3 = ImageDraw.Draw(temp_sub_img3)
generate_image(temp_draw3, padded_japanese_text, font_large, rotated_font, (96, 3000), (89, 0), 'center', 5, 'black', 'white', vertical=True)
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# Crop the temporary image to the actual height of the text
y_offset = 0
for char in padded_japanese_text:
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char_font = rotated_font if char in rotated_chars else font_large
char = rotated_chars.get(char, char)
char = rotated_letters.get(char, char)
text_bbox = get_text_bbox(temp_draw3, char, char_font)
char_height = (text_bbox[3] + text_bbox[1])
y_offset += char_height
# Crop the temporary image to the actual height of the text
temp_img3 = temp_img3.crop((0, 0, 96, y_offset))
# Resize the image if it exceeds the specified height
if y_offset > img3_height:
img3_1 = temp_img3.resize((96, img3_height), Image.Resampling.LANCZOS)
else:
img3_1 = temp_img3.crop((0, 0, 96, img3_height))
generate_image(temp_sub_draw3, japanese_sub_text, font_medium, rotated_font, (96, 3000), (32, 156), 'center', 4, 'black', 'white', vertical_small=True)
# Crop the temporary image to the actual height of the text
y_offset = 0
for char in japanese_sub_text:
char_font = rotated_font if char in rotated_chars else font_medium
char = rotated_chars.get(char, char)
char = rotated_letters.get(char, char)
text_bbox = get_text_bbox(temp_sub_draw3, char, char_font)
char_height = round((text_bbox[3] + text_bbox[1]) * 1.1)
y_offset += char_height
# Crop the temporary image to the actual height of the text
temp_sub_img3 = temp_sub_img3.crop((0, 0, 96, y_offset))
# Resize the image if it exceeds the specified height
if y_offset > img3_height:
img3_2 = temp_sub_img3.resize((96, img3_height), Image.Resampling.LANCZOS)
else:
img3_2 = temp_sub_img3.crop((0, 0, 96, img3_height))
img3.paste(img3_1, (0, 0))
img3.paste(img3_2, (0, 0), img3_2)
img3.save(os.path.join(folder_name, '3.png'))
# Image 4.png
img4_height = 400
img4 = Image.new('RGBA', (56, 400), color=(0, 0, 0, 0))
draw4 = ImageDraw.Draw(img4)
temp_img4 = Image.new('RGBA', (56, 3000), (0, 0, 0, 0)) # Temporary image with 3000px height
temp_draw4 = ImageDraw.Draw(temp_img4)
generate_image(temp_draw4, padded_japanese_text, font_large, rotated_font, (56, 400), (48, 0), 'center', 5, genre_color, 'white', vertical=True)
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# Crop the temporary image to the actual height of the text
y_offset = 0
for char in padded_japanese_text:
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char_font = rotated_font if char in rotated_chars else font_large
char = rotated_chars.get(char, char)
char = rotated_letters.get(char, char)
text_bbox = get_text_bbox(temp_draw4, char, char_font)
char_height = (text_bbox[3] + text_bbox[1])
y_offset += char_height
# Crop the temporary image to the actual height of the text
temp_img4 = temp_img4.crop((0, 0, 56, y_offset))
# Resize the image if it exceeds the specified height
if y_offset > img4_height:
img4 = temp_img4.resize((56, img4_height), Image.Resampling.LANCZOS)
else:
img4 = temp_img4.crop((0, 0, 56, img4_height))
img4.save(os.path.join(folder_name, '4.png'))
# Image 5.png
img5_height = 400
img5 = Image.new('RGBA', (56, 400), color=(0, 0, 0, 0))
draw5 = ImageDraw.Draw(img5)
temp_img5 = Image.new('RGBA', (56, 3000), (0, 0, 0, 0)) # Temporary image with 1000px height
temp_draw5 = ImageDraw.Draw(temp_img5)
generate_image(temp_draw5, padded_japanese_text, font_large, rotated_font, (56, 400), (48, 0), 'center', 5, 'black', 'white', vertical=True)
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# Crop the temporary image to the actual height of the text
y_offset = 0
for char in padded_japanese_text:
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char_font = rotated_font if char in rotated_chars else font_large
char = rotated_chars.get(char, char)
char = rotated_letters.get(char, char)
text_bbox = get_text_bbox(temp_draw5, char, char_font)
char_height = (text_bbox[3] + text_bbox[1])
y_offset += char_height
# Crop the temporary image to the actual height of the text
temp_img5 = temp_img5.crop((0, 0, 56, y_offset))
# Resize the image if it exceeds the specified height
if y_offset > img5_height:
img5 = temp_img5.resize((56, img5_height), Image.Resampling.LANCZOS)
else:
img5 = temp_img5.crop((0, 0, 56, img5_height))
img5.save(os.path.join(folder_name, '5.png'))
def generate_wiiu3_texture(id, genreNo, current_unique_id, append_ura, custom_songs):
# Load your JSON data from a file
if custom_songs == True:
with open(rf'{custom_wordlist_path}', encoding='utf-8') as f:
data = json.load(f)
else:
with open(rf'{wordlist_path}', encoding='utf-8') as f:
data = json.load(f)
font_path = 'data/_resource/font/DFPKanTeiRyu-XB.ttf'
rotated_font_path = 'data/_resource/font/KozGoPr6NRegular.otf'
create_images(data, id, genreNo, font_path, rotated_font_path, current_unique_id, append_ura)
class TextureSurface:
def __init__(self):
self.mipmaps = []
class NutTexture:
def __init__(self, width, height, pixel_format, pixel_type):
self.surfaces = [TextureSurface()]
self.Width = width
self.Height = height
self.pixelInternalFormat = pixel_format
self.pixelFormat = pixel_type
self.HashId = 0
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def add_mipmap(self, mipmap_data):
self.surfaces[0].mipmaps.append(mipmap_data)
@property
def MipMapsPerSurface(self):
return len(self.surfaces[0].mipmaps)
def getNutFormat(self):
if self.pixelInternalFormat == 'CompressedRgbaS3tcDxt1Ext':
return 0
elif self.pixelInternalFormat == 'CompressedRgbaS3tcDxt3Ext':
return 1
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elif self.pixelInternalFormat == 'CompressedRgbaS3tcDxt5Ext':
return 2
elif self.pixelInternalFormat == 'RGBA':
if self.pixelFormat == 'RGBA':
return 14
elif self.pixelFormat == 'ABGR':
return 16
else:
return 17
else:
raise NotImplementedError(f"Unknown pixel format {self.pixelInternalFormat}")
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class NUT:
def __init__(self):
self.textures = []
self.endian = 'big'
self.version = 0x0200
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def add_texture(self, texture):
self.textures.append(texture)
def save(self, filename):
with open(filename, 'wb') as f:
f.write(self.build())
def build(self):
o = bytearray()
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data = bytearray()
if self.endian == 'big':
o.extend(struct.pack('>I', 0x4E545033)) # NTP3
else:
o.extend(struct.pack('>I', 0x4E545744)) # NTWD
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if self.version > 0x0200:
self.version = 0x0200
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o.extend(struct.pack('>H', self.version))
num_textures = len(self.textures)
if num_textures != 1 and num_textures != 6:
raise ValueError("The number of images must be either 1 or 6.")
o.extend(struct.pack('>H', num_textures))
o.extend(b'\x00' * 8) # Reserved space
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header_length = 0
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for texture in self.textures:
surface_count = len(texture.surfaces)
is_cubemap = surface_count == 6
if surface_count < 1 or surface_count > 6:
raise NotImplementedError(f"Unsupported surface amount {surface_count} for texture. 1 to 6 faces are required.")
if surface_count > 1 and surface_count < 6:
raise NotImplementedError(f"Unsupported cubemap face amount for texture. Six faces are required.")
mipmap_count = len(texture.surfaces[0].mipmaps)
header_size = 0x50 + (0x10 if is_cubemap else 0) + (mipmap_count * 4 if mipmap_count > 1 else 0)
header_size = (header_size + 0xF) & ~0xF # Align to 16 bytes
header_length += header_size
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for texture in self.textures:
surface_count = len(texture.surfaces)
is_cubemap = surface_count == 6
mipmap_count = len(texture.surfaces[0].mipmaps)
data_size = sum((len(mipmap) + 0xF) & ~0xF for mipmap in texture.surfaces[0].mipmaps)
header_size = 0x50 + (0x10 if is_cubemap else 0) + (mipmap_count * 4 if mipmap_count > 1 else 0)
header_size = (header_size + 0xF) & ~0xF
o.extend(struct.pack('>I', data_size + header_size))
o.extend(b'\x00' * 4) # Padding
o.extend(struct.pack('>I', data_size))
o.extend(struct.pack('>H', header_size))
o.extend(b'\x00' * 2) # Padding
o.extend(b'\x00')
o.extend(struct.pack('B', mipmap_count))
o.extend(b'\x00')
o.extend(struct.pack('B', texture.getNutFormat()))
o.extend(struct.pack('>HH', texture.Width, texture.Height))
o.extend(b'\x00' * 4) # Padding
o.extend(struct.pack('>I', 0)) # DDS Caps2 placeholder
if self.version >= 0x0200:
o.extend(struct.pack('>I', header_length + len(data)))
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else:
o.extend(b'\x00' * 4) # Padding
header_length -= header_size
o.extend(b'\x00' * 12) # Reserved space
if is_cubemap:
o.extend(struct.pack('>II', len(texture.surfaces[0].mipmaps[0]), len(texture.surfaces[0].mipmaps[0])))
o.extend(b'\x00' * 8) # Padding
if texture.getNutFormat() == 14 or texture.getNutFormat() == 17:
self.swap_channel_order_down(texture)
for surface in texture.surfaces:
for mipmap in surface.mipmaps:
mip_start = len(data)
data.extend(mipmap)
while len(data) % 0x10 != 0:
data.extend(b'\x00')
if mipmap_count > 1:
mip_end = len(data)
o.extend(struct.pack('>I', mip_end - mip_start))
while len(o) % 0x10 != 0:
o.extend(b'\x00')
if texture.getNutFormat() == 14 or texture.getNutFormat() == 17:
self.swap_channel_order_up(texture)
o.extend(b'\x65\x58\x74\x00') # "eXt\0"
o.extend(struct.pack('>II', 0x20, 0x10))
o.extend(b'\x00' * 4)
o.extend(b'\x47\x49\x44\x58') # "GIDX"
o.extend(struct.pack('>I', 0x10))
o.extend(struct.pack('>I', texture.HashId)) # Texture ID
o.extend(b'\x00' * 4)
o.extend(data)
return o
def swap_channel_order_down(self, texture):
for surface in texture.surfaces:
for i, mipmap in enumerate(surface.mipmaps):
mipmap = bytearray(mipmap)
for j in range(0, len(mipmap), 4):
mipmap[j], mipmap[j + 2] = mipmap[j + 2], mipmap[j]
surface.mipmaps[i] = bytes(mipmap)
def swap_channel_order_up(self, texture):
for surface in texture.surfaces:
for i, mipmap in enumerate(surface.mipmaps):
mipmap = bytearray(mipmap)
for j in range(0, len(mipmap), 4):
mipmap[j], mipmap[j + 2] = mipmap[j + 2], mipmap[j]
surface.mipmaps[i] = bytes(mipmap)
def nvcompress_png_to_dds(png_filepath, dds_filepath, format_option):
format_map = {
'dxt1': '-bc1a',
'dxt3': '-bc2',
'dxt5': '-bc3',
}
format_arg = format_map.get(format_option.lower(), '-bc1')
command = f"nvcompress {format_arg} {png_filepath} {dds_filepath}"
subprocess.run(command, shell=True, check=True)
def load_dds_to_texture(dds_filepath, index, pixel_format):
DDS_HEADER_SIZE = 128 # DDS header size in bytes
with open(dds_filepath, 'rb') as dds_file:
dds_data = dds_file.read()
print(f"Length of dds_data: {len(dds_data)}")
print(f"Bytes from 12 to 20: {dds_data[12:20]}")
width, height = struct.unpack_from('<II', dds_data, 12)[:2]
texture = NutTexture(height, width, pixel_format, pixel_format)
texture.add_mipmap(dds_data[DDS_HEADER_SIZE:]) # Skip the DDS header
texture.HashId = index # Set HashId based on the index
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return texture
def generate_nut_from_pngs(png_folder, output_nut_path, format_option):
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nut = NUT()
png_files = [f for f in os.listdir(png_folder) if f.lower().endswith('.png')]
for index, png_file in enumerate(png_files):
png_path = os.path.join(png_folder, png_file)
dds_path = os.path.splitext(png_path)[0] + '.dds'
nvcompress_png_to_dds(png_path, dds_path, format_option)
texture = load_dds_to_texture(dds_path, index, f'CompressedRgbaS3tc{format_option.capitalize()}Ext')
nut.add_texture(texture)
nut.save(output_nut_path)
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def generate_nut_texture(input_folder, output_file):
if texture_quality == "low":
generate_nut_from_pngs(input_folder, output_file, 'dxt1')
else:
generate_nut_from_pngs(input_folder, output_file, 'dxt5')
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# file encryption
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def encrypt_file_ptb(input_file, output_file):
# Generate a random initialization vector (IV)
iv = os.urandom(16) # AES block size is 16 bytes
# Pad the key if necessary (AES-128 requires a 16-byte key)
key = bytes.fromhex("54704643596B474170554B6D487A597A")
# Create an AES CBC cipher with the given key and IV
cipher = Cipher(algorithms.AES(key), modes.CBC(iv), backend=default_backend())
encryptor = cipher.encryptor()
with open(input_file, 'rb') as f_in:
with open(output_file, 'wb') as f_out:
# Write the IV to the output file (needed for decryption)
f_out.write(iv)
# Encrypt the file chunk by chunk
while True:
chunk = f_in.read(16) # Read 16 bytes at a time
if len(chunk) == 0:
break
elif len(chunk) % 16 != 0:
# Add padding to the last block if needed
padder = padding.PKCS7(128).padder()
padded_data = padder.update(chunk) + padder.finalize()
chunk = padded_data
encrypted_chunk = encryptor.update(chunk)
f_out.write(encrypted_chunk)
# Finalize the encryption (encryptor might have remaining data)
final_chunk = encryptor.finalize()
f_out.write(final_chunk)
def encrypt_file_ns1(input_file, output_file):
# Generate a random initialization vector (IV)
iv = os.urandom(16) # AES block size is 16 bytes
# Pad the key if necessary (AES-128 requires a 16-byte key)
key = bytes.fromhex("566342346438526962324A366334394B")
# Create an AES CBC cipher with the given key and IV
cipher = Cipher(algorithms.AES(key), modes.CBC(iv), backend=default_backend())
encryptor = cipher.encryptor()
with open(input_file, 'rb') as f_in:
with open(output_file, 'wb') as f_out:
# Write the IV to the output file (needed for decryption)
f_out.write(iv)
# Encrypt the file chunk by chunk
while True:
chunk = f_in.read(16) # Read 16 bytes at a time
if len(chunk) == 0:
break
elif len(chunk) % 16 != 0:
# Add padding to the last block if needed
padder = padding.PKCS7(128).padder()
padded_data = padder.update(chunk) + padder.finalize()
chunk = padded_data
encrypted_chunk = encryptor.update(chunk)
f_out.write(encrypted_chunk)
# Finalize the encryption (encryptor might have remaining data)
final_chunk = encryptor.finalize()
f_out.write(final_chunk)
def gzip_compress_file(input_file_path):
# Extract the base filename without extension
file_name, file_ext = os.path.splitext(input_file_path)
# Output file path with .gz extension appended
output_file_path = f'{file_name}.gz'
with open(input_file_path, 'rb') as f_in:
with gzip.open(output_file_path, 'wb') as f_out:
f_out.writelines(f_in)
return output_file_path
def gzip_compress_file_ps4(input_file_path):
# Extract the base filename without extension
file_name, file_ext = os.path.splitext(input_file_path)
# Output file path with .gz extension appended
output_file_path = f'{file_name}.bin'
with open(input_file_path, 'rb') as f_in:
with gzip.open(output_file_path, 'wb') as f_out:
f_out.writelines(f_in)
return output_file_path
def copy_folder(source_folder, destination_folder):
"""
Copy the entire contents of source_folder to destination_folder.
Args:
source_folder (str): Path to the source folder to copy.
destination_folder (str): Path to the destination folder.
Returns:
bool: True if copy operation is successful, False otherwise.
"""
try:
# Check if destination folder already exists
if os.path.exists(destination_folder):
print(f"Destination folder '{destination_folder}' already exists. Skipping copy.")
return False
# Copy the entire folder from source to destination
shutil.copytree(source_folder, destination_folder)
print(f"Folder '{source_folder}' successfully copied to '{destination_folder}'.")
return True
except shutil.Error as e:
print(f"Error: {e}")
return False
except OSError as e:
print(f"Error: {e}")
return False
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def create_wiiu3_song_info_xml(song_info, current_unique_id, song_order, word_list):
# Create the root element DB_DATA
#db_data = ET.Element('DB_DATA', num=str(db_data_count))
data_set = ET.Element('DATA_SET')
def add_element(parent, tag, text):
element = ET.SubElement(parent, tag)
element.text = text
song_id = song_info["id"]
word_keys = [f"song_{song_id}", f"song_sub_{song_id}", f"song_detail_{song_id}"]
word_info = None
for key in word_keys:
word_info = next((item for item in word_list["items"] if item["key"] == key), None)
if word_info:
break
title = word_info.get("japaneseText", "") if word_info else ""
# Combine "song_" with song_info["id"] to form the attribute value
attribute_value = "song_" + str(song_info["id"])
add_element(data_set, 'uniqueId', str(current_unique_id))
add_element(data_set, 'id', song_info["id"])
add_element(data_set, 'fumenFilePath', "/%AOC%/")
add_element(data_set, 'songFilePath', "/%AOC%/sound/")
add_element(data_set, 'songFileName', attribute_value)
add_element(data_set, 'title', title)
add_element(data_set, 'order', str(song_order))
#Stupid fucking Genre fix for Vocaloid and Variety
if str(song_info["genreNo"]) == "2":
add_element(data_set, 'genreNo', "3")
elif str(song_info["genreNo"]) == "3":
add_element(data_set, 'genreNo', "2")
else:
add_element(data_set, 'genreNo', str(song_info["genreNo"]))
add_element(data_set, 'songTitlePath', "/%AOC%/texture/")
add_element(data_set, 'songWordsPath', " ")
add_element(data_set, 'songWordsFileName', " ")
add_element(data_set, 'secret', " ")
add_element(data_set, 'releaseType', "0")
add_element(data_set, 'ura', " ")
add_element(data_set, 'dlc', "")
add_element(data_set, 'debug', " ")
add_element(data_set, 'batonInterval', "2")
add_element(data_set, 'isNotVsDuet', " ")
if song_info["branchEasy"] == True:
add_element(data_set, 'branchEasy', "")
else:
add_element(data_set, 'branchEasy', "")
if song_info["branchNormal"] == True:
add_element(data_set, 'branchNormal', "")
else:
add_element(data_set, 'branchNormal', "")
if song_info["branchHard"] == True:
add_element(data_set, 'branchHard', "")
else:
add_element(data_set, 'branchHard', "")
if song_info["branchMania"] == True:
add_element(data_set, 'branchMania', "")
else:
add_element(data_set, 'branchMania', "")
add_element(data_set, 'starEasy', str(song_info["starEasy"]))
add_element(data_set, 'starNormal', str(song_info["starNormal"]))
add_element(data_set, 'starHard', str(song_info["starHard"]))
add_element(data_set, 'starMania', str(song_info["starMania"]))
add_element(data_set, 'donBg1pLumen', " ")
add_element(data_set, 'donBg1pPath', " ")
add_element(data_set, 'donBg2pLumen', " ")
add_element(data_set, 'donBg2pPath', " ")
add_element(data_set, 'chibiLumen', " ")
add_element(data_set, 'chibiPath', " ")
add_element(data_set, 'danceLumen', " ")
add_element(data_set, 'dancePath', " ")
add_element(data_set, 'danceNormalBgLumen', " ")
add_element(data_set, 'danceNormalBgPath', " ")
add_element(data_set, 'danceFeverBgLumen', " ")
add_element(data_set, 'danceFeverBgPath', " ")
add_element(data_set, 'danceDodaiLumen', " ")
add_element(data_set, 'danceDodaiPath', " ")
add_element(data_set, 'feverLumen', " ")
add_element(data_set, 'feverPath', " ")
add_element(data_set, 'rendaEffectLumen', " ")
add_element(data_set, 'rendaEffectPath', " ")
add_element(data_set, 'donBg1pLumen2', " ")
add_element(data_set, 'donBg1pPath2', " ")
add_element(data_set, 'donBg2pLumen2', " ")
add_element(data_set, 'donBg2pPath2', " ")
add_element(data_set, 'chibiLumen2', " ")
add_element(data_set, 'chibiPath2', " ")
add_element(data_set, 'danceLumen2', " ")
add_element(data_set, 'dancePath2', " ")
add_element(data_set, 'danceNormalBgLumen2', " ")
add_element(data_set, 'danceNormalBgPath2', " ")
add_element(data_set, 'danceFeverBgLumen2', " ")
add_element(data_set, 'danceFeverBgPath2', " ")
add_element(data_set, 'danceDodaiLumen2', " ")
add_element(data_set, 'danceDodaiPath2', " ")
add_element(data_set, 'feverLumen2', " ")
add_element(data_set, 'feverPath2', " ")
add_element(data_set, 'rendaEffectLumen2', " ")
add_element(data_set, 'rendaEffectPath2', " ")
return data_set
def create_wiiu3_song_info_extreme_xml(song_info, current_unique_id, song_order, word_list):
# Create the root element DB_DATA
#db_data = ET.Element('DB_DATA', num=str(db_data_count))
data_set = ET.Element('DATA_SET')
def add_element(parent, tag, text):
element = ET.SubElement(parent, tag)
element.text = text
song_id = song_info["id"]
word_keys = [f"song_{song_id}", f"song_sub_{song_id}", f"song_detail_{song_id}"]
word_info = None
for key in word_keys:
word_info = next((item for item in word_list["items"] if item["key"] == key), None)
if word_info:
break
title = word_info.get("japaneseText", "") if word_info else ""
# Combine "song_" with song_info["id"] to form the attribute value
attribute_value = "song_" + str(song_info["id"])
add_element(data_set, 'uniqueId', str(current_unique_id))
add_element(data_set, 'id', song_info["id"])
add_element(data_set, 'fumenFilePath', "/%AOC%/")
add_element(data_set, 'songFilePath', "/%AOC%/sound/")
add_element(data_set, 'songFileName', attribute_value)
add_element(data_set, 'title', title)
add_element(data_set, 'order', str(song_order))
#Stupid fucking Genre fix for Vocaloid and Variety
if str(song_info["genreNo"]) == "2":
add_element(data_set, 'genreNo', "3")
elif str(song_info["genreNo"]) == "3":
add_element(data_set, 'genreNo', "2")
else:
add_element(data_set, 'genreNo', str(song_info["genreNo"]))
add_element(data_set, 'songTitlePath', "/%AOC%/texture/")
add_element(data_set, 'songWordsPath', " ")
add_element(data_set, 'songWordsFileName', " ")
add_element(data_set, 'secret', " ")
add_element(data_set, 'releaseType', "0")
add_element(data_set, 'ura', "")
add_element(data_set, 'dlc', "")
add_element(data_set, 'debug', " ")
add_element(data_set, 'batonInterval', "2")
add_element(data_set, 'isNotVsDuet', " ")
add_element(data_set, 'branchEasy', " ")
add_element(data_set, 'branchNormal', " ")
add_element(data_set, 'branchHard', " ")
if song_info["branchMania"] == True:
add_element(data_set, 'branchMania', "")
else:
add_element(data_set, 'branchMania', "")
add_element(data_set, 'starEasy', " ")
add_element(data_set, 'starNormal', " ")
add_element(data_set, 'starHard', " ")
add_element(data_set, 'starMania', str(song_info["starMania"]))
add_element(data_set, 'donBg1pLumen', " ")
add_element(data_set, 'donBg1pPath', " ")
add_element(data_set, 'donBg2pLumen', " ")
add_element(data_set, 'donBg2pPath', " ")
add_element(data_set, 'chibiLumen', " ")
add_element(data_set, 'chibiPath', " ")
add_element(data_set, 'danceLumen', " ")
add_element(data_set, 'dancePath', " ")
add_element(data_set, 'danceNormalBgLumen', " ")
add_element(data_set, 'danceNormalBgPath', " ")
add_element(data_set, 'danceFeverBgLumen', " ")
add_element(data_set, 'danceFeverBgPath', " ")
add_element(data_set, 'danceDodaiLumen', " ")
add_element(data_set, 'danceDodaiPath', " ")
add_element(data_set, 'feverLumen', " ")
add_element(data_set, 'feverPath', " ")
add_element(data_set, 'rendaEffectLumen', " ")
add_element(data_set, 'rendaEffectPath', " ")
add_element(data_set, 'donBg1pLumen2', " ")
add_element(data_set, 'donBg1pPath2', " ")
add_element(data_set, 'donBg2pLumen2', " ")
add_element(data_set, 'donBg2pPath2', " ")
add_element(data_set, 'chibiLumen2', " ")
add_element(data_set, 'chibiPath2', " ")
add_element(data_set, 'danceLumen2', " ")
add_element(data_set, 'dancePath2', " ")
add_element(data_set, 'danceNormalBgLumen2', " ")
add_element(data_set, 'danceNormalBgPath2', " ")
add_element(data_set, 'danceFeverBgLumen2', " ")
add_element(data_set, 'danceFeverBgPath2', " ")
add_element(data_set, 'danceDodaiLumen2', " ")
add_element(data_set, 'danceDodaiPath2', " ")
add_element(data_set, 'feverLumen2', " ")
add_element(data_set, 'feverPath2', " ")
add_element(data_set, 'rendaEffectLumen2', " ")
add_element(data_set, 'rendaEffectPath2', " ")
return data_set
def create_wiiu3_song_info_hard_xml(song_info, current_unique_id, song_order, word_list):
# Create the root element DB_DATA
#db_data = ET.Element('DB_DATA', num=str(db_data_count))
data_set = ET.Element('DATA_SET')
def add_element(parent, tag, text):
element = ET.SubElement(parent, tag)
element.text = text
song_id = song_info["id"]
word_keys = [f"song_{song_id}", f"song_sub_{song_id}", f"song_detail_{song_id}"]
word_info = None
for key in word_keys:
word_info = next((item for item in word_list["items"] if item["key"] == key), None)
if word_info:
break
title = word_info.get("japaneseText", "") if word_info else ""
# Combine "song_" with song_info["id"] to form the attribute value
attribute_value = "song_" + str(song_info["id"])
add_element(data_set, 'uniqueId', str(current_unique_id))
add_element(data_set, 'id', song_info["id"])
add_element(data_set, 'fumenFilePath', "/%AOC%/")
add_element(data_set, 'songFilePath', "/%AOC%/sound/")
add_element(data_set, 'songFileName', attribute_value)
add_element(data_set, 'title', title)
add_element(data_set, 'order', str(song_order))
#Stupid fucking Genre fix for Vocaloid and Variety
if str(song_info["genreNo"]) == "2":
add_element(data_set, 'genreNo', "3")
elif str(song_info["genreNo"]) == "3":
add_element(data_set, 'genreNo', "2")
else:
add_element(data_set, 'genreNo', str(song_info["genreNo"]))
add_element(data_set, 'songTitlePath', "/%AOC%/texture/")
add_element(data_set, 'songWordsPath', " ")
add_element(data_set, 'songWordsFileName', " ")
add_element(data_set, 'secret', " ")
add_element(data_set, 'releaseType', "0")
add_element(data_set, 'ura', "")
add_element(data_set, 'dlc', "")
add_element(data_set, 'debug', " ")
add_element(data_set, 'batonInterval', "2")
add_element(data_set, 'isNotVsDuet', " ")
add_element(data_set, 'branchEasy', " ")
add_element(data_set, 'branchNormal', " ")
add_element(data_set, 'branchHard', " ")
if song_info["branchHard"] == True:
add_element(data_set, 'branchHard', "")
else:
add_element(data_set, 'branchHard', "")
add_element(data_set, 'starEasy', " ")
add_element(data_set, 'starNormal', " ")
add_element(data_set, 'starHard', " ")
add_element(data_set, 'starMania', str(song_info["starHard"]))
add_element(data_set, 'donBg1pLumen', " ")
add_element(data_set, 'donBg1pPath', " ")
add_element(data_set, 'donBg2pLumen', " ")
add_element(data_set, 'donBg2pPath', " ")
add_element(data_set, 'chibiLumen', " ")
add_element(data_set, 'chibiPath', " ")
add_element(data_set, 'danceLumen', " ")
add_element(data_set, 'dancePath', " ")
add_element(data_set, 'danceNormalBgLumen', " ")
add_element(data_set, 'danceNormalBgPath', " ")
add_element(data_set, 'danceFeverBgLumen', " ")
add_element(data_set, 'danceFeverBgPath', " ")
add_element(data_set, 'danceDodaiLumen', " ")
add_element(data_set, 'danceDodaiPath', " ")
add_element(data_set, 'feverLumen', " ")
add_element(data_set, 'feverPath', " ")
add_element(data_set, 'rendaEffectLumen', " ")
add_element(data_set, 'rendaEffectPath', " ")
add_element(data_set, 'donBg1pLumen2', " ")
add_element(data_set, 'donBg1pPath2', " ")
add_element(data_set, 'donBg2pLumen2', " ")
add_element(data_set, 'donBg2pPath2', " ")
add_element(data_set, 'chibiLumen2', " ")
add_element(data_set, 'chibiPath2', " ")
add_element(data_set, 'danceLumen2', " ")
add_element(data_set, 'dancePath2', " ")
add_element(data_set, 'danceNormalBgLumen2', " ")
add_element(data_set, 'danceNormalBgPath2', " ")
add_element(data_set, 'danceFeverBgLumen2', " ")
add_element(data_set, 'danceFeverBgPath2', " ")
add_element(data_set, 'danceDodaiLumen2', " ")
add_element(data_set, 'danceDodaiPath2', " ")
add_element(data_set, 'feverLumen2', " ")
add_element(data_set, 'feverPath2', " ")
add_element(data_set, 'rendaEffectLumen2', " ")
add_element(data_set, 'rendaEffectPath2', " ")
return data_set
def create_wiiu3_song_info_ura_xml(song_info, current_unique_id, song_order, word_list):
# Create the root element DB_DATA
#db_data = ET.Element('DB_DATA', num=str(db_data_count))
data_set = ET.Element('DATA_SET')
def add_element(parent, tag, text):
element = ET.SubElement(parent, tag)
element.text = text
song_id = song_info["id"]
word_keys = [f"song_{song_id}", f"song_sub_{song_id}", f"song_detail_{song_id}"]
word_info = None
for key in word_keys:
word_info = next((item for item in word_list["items"] if item["key"] == key), None)
if word_info:
break
title = word_info.get("japaneseText", "") if word_info else ""
# Combine "song_" with song_info["id"] to form the attribute value
attribute_value = "song_" + str(song_info["id"])
add_element(data_set, 'uniqueId', str(current_unique_id))
add_element(data_set, 'id', 'ex_' + song_info["id"])
add_element(data_set, 'fumenFilePath', "/%AOC%/")
add_element(data_set, 'songFilePath', "/%AOC%/sound/")
add_element(data_set, 'songFileName', attribute_value)
add_element(data_set, 'title', title)
add_element(data_set, 'order', str(song_order))
#Stupid fucking Genre fix for Vocaloid and Variety
if str(song_info["genreNo"]) == "2":
add_element(data_set, 'genreNo', "3")
elif str(song_info["genreNo"]) == "3":
add_element(data_set, 'genreNo', "2")
else:
add_element(data_set, 'genreNo', str(song_info["genreNo"]))
add_element(data_set, 'songTitlePath', "/%AOC%/texture/")
add_element(data_set, 'songWordsPath', " ")
add_element(data_set, 'songWordsFileName', " ")
add_element(data_set, 'secret', " ")
add_element(data_set, 'releaseType', "0")
add_element(data_set, 'ura', "")
add_element(data_set, 'dlc', "")
add_element(data_set, 'debug', " ")
add_element(data_set, 'batonInterval', "2")
add_element(data_set, 'isNotVsDuet', " ")
add_element(data_set, 'branchEasy', " ")
add_element(data_set, 'branchNormal', " ")
add_element(data_set, 'branchHard', " ")
if song_info["branchUra"] == True:
add_element(data_set, 'branchMania', "")
else:
add_element(data_set, 'branchMania', "")
add_element(data_set, 'starEasy', " ")
add_element(data_set, 'starNormal', " ")
add_element(data_set, 'starHard', " ")
add_element(data_set, 'starMania', str(song_info["starUra"]))
add_element(data_set, 'donBg1pLumen', " ")
add_element(data_set, 'donBg1pPath', " ")
add_element(data_set, 'donBg2pLumen', " ")
add_element(data_set, 'donBg2pPath', " ")
add_element(data_set, 'chibiLumen', " ")
add_element(data_set, 'chibiPath', " ")
add_element(data_set, 'danceLumen', " ")
add_element(data_set, 'dancePath', " ")
add_element(data_set, 'danceNormalBgLumen', " ")
add_element(data_set, 'danceNormalBgPath', " ")
add_element(data_set, 'danceFeverBgLumen', " ")
add_element(data_set, 'danceFeverBgPath', " ")
add_element(data_set, 'danceDodaiLumen', " ")
add_element(data_set, 'danceDodaiPath', " ")
add_element(data_set, 'feverLumen', " ")
add_element(data_set, 'feverPath', " ")
add_element(data_set, 'rendaEffectLumen', " ")
add_element(data_set, 'rendaEffectPath', " ")
add_element(data_set, 'donBg1pLumen2', " ")
add_element(data_set, 'donBg1pPath2', " ")
add_element(data_set, 'donBg2pLumen2', " ")
add_element(data_set, 'donBg2pPath2', " ")
add_element(data_set, 'chibiLumen2', " ")
add_element(data_set, 'chibiPath2', " ")
add_element(data_set, 'danceLumen2', " ")
add_element(data_set, 'dancePath2', " ")
add_element(data_set, 'danceNormalBgLumen2', " ")
add_element(data_set, 'danceNormalBgPath2', " ")
add_element(data_set, 'danceFeverBgLumen2', " ")
add_element(data_set, 'danceFeverBgPath2', " ")
add_element(data_set, 'danceDodaiLumen2', " ")
add_element(data_set, 'danceDodaiPath2', " ")
add_element(data_set, 'feverLumen2', " ")
add_element(data_set, 'feverPath2', " ")
add_element(data_set, 'rendaEffectLumen2', " ")
add_element(data_set, 'rendaEffectPath2', " ")
return data_set
def indent(elem, level=0):
i = "\n" + level * " "
if len(elem):
if not elem.text or not elem.text.strip():
elem.text = i + " "
if not elem.tail or not elem.tail.strip():
elem.tail = i
for subelem in elem:
indent(subelem, level + 1)
if not subelem.tail or not subelem.tail.strip():
subelem.tail = i
else:
if level and (not elem.tail or not elem.tail.strip()):
elem.tail = i
def save_xml_to_file(xml_element, file_path):
indent(xml_element)
tree = ET.ElementTree(xml_element)
tree.write(file_path, encoding='utf-8', xml_declaration=True)
# Initialize root element
root = ET.Element('DB_DATA')
# wii u file fuckery
def process_music_info(current_unique_id):
# Define paths
formatted_id = f"{current_unique_id:04d}"
source_file = r'data\_resource\templates\musicInfo.drp'
target_folder = rf'\out\content\{formatted_id}'
executable_path = r'data\_resource\executable\DRPRepacker.exe'
# Step 1: Copy file to target folder
shutil.copy(source_file, os.getcwd() + target_folder)
# Step 2: Run executable
subprocess.run([executable_path, 'musicInfo.drp', 'musicInfo'], cwd=os.getcwd() + target_folder)
# Step 3: Delete original file
os.remove(os.getcwd() + target_folder + r'\musicInfo.drp')
# Step 4: Rename repacked file
os.rename(os.getcwd() + target_folder + r'\repacked.drp', os.getcwd() + target_folder + r'\musicInfo.drp')
def convert_endian(input_path, output_path, direction):
ibo = obo = None # in byte order, out byte order
# Determine input and output byte order based on direction
try:
if direction.lower() == 'lb':
ibo = '<' # Little Endian
obo = '>' # Big Endian
elif direction.lower() == 'bl':
ibo = '>' # Big Endian
obo = '<' # Little Endian
else:
raise ValueError(f'Invalid direction "{direction}"!')
except ValueError as e:
print(f'Error: {e}')
return
same_file = output_path == input_path
if same_file:
output_path += '.r'
try:
with open(input_path, 'rb') as fin:
with open(output_path, 'wb') as fout:
for hanteiI in range(36 * 3):
fout.write(struct.pack(obo + 'f', struct.unpack(ibo + 'f', fin.read(4))[0])) # hantei notes
while fin.tell() != 0x200:
fout.write(struct.pack(obo + 'I', struct.unpack(ibo + 'I', fin.read(4))[0])) # header stuff like tamashii rate
num_section = struct.unpack(ibo + 'I', fin.read(4))[0]
fout.write(struct.pack(obo + 'I', num_section)) # num_section
fout.write(struct.pack(obo + 'I', struct.unpack(ibo + 'I', fin.read(4))[0])) # unknown
for sectionI in range(num_section):
fout.write(struct.pack(obo + 'f', struct.unpack(ibo + 'f', fin.read(4))[0])) # bpm
fout.write(struct.pack(obo + 'f', struct.unpack(ibo + 'f', fin.read(4))[0])) # start_time
fout.write(struct.pack(obo + 'B', struct.unpack(ibo + 'B', fin.read(1))[0])) # gogo
fout.write(struct.pack(obo + 'B', struct.unpack(ibo + 'B', fin.read(1))[0])) # section_line
fout.write(struct.pack(obo + 'H', struct.unpack(ibo + 'H', fin.read(2))[0])) # unknown
for bunkiI in range(6):
fout.write(struct.pack(obo + 'I', struct.unpack(ibo + 'I', fin.read(4))[0])) # bunkis
fout.write(struct.pack(obo + 'I', struct.unpack(ibo + 'I', fin.read(4))[0])) # unknown
for routeI in range(3):
num_notes = struct.unpack(ibo + 'H', fin.read(2))[0]
fout.write(struct.pack(obo + 'H', num_notes)) # num_notes
fout.write(struct.pack(obo + 'H', struct.unpack(ibo + 'H', fin.read(2))[0])) # unknown
fout.write(struct.pack(obo + 'f', struct.unpack(ibo + 'f', fin.read(4))[0])) # scroll
for noteI in range(num_notes):
note_type = struct.unpack(ibo + 'I', fin.read(4))[0]
fout.write(struct.pack(obo + 'I', note_type)) # note_type
fout.write(struct.pack(obo + 'f', struct.unpack(ibo + 'f', fin.read(4))[0])) # headerI1
fout.write(struct.pack(obo + 'I', struct.unpack(ibo + 'I', fin.read(4))[0])) # item
fout.write(struct.pack(obo + 'f', struct.unpack(ibo + 'f', fin.read(4))[0])) # unknown1
fout.write(struct.pack(obo + 'H', struct.unpack(ibo + 'H', fin.read(2))[0])) # hit
fout.write(struct.pack(obo + 'H', struct.unpack(ibo + 'H', fin.read(2))[0])) # score_inc
fout.write(struct.pack(obo + 'f', struct.unpack(ibo + 'f', fin.read(4))[0])) # length
if note_type in [6, 9, 98]:
fout.write(struct.pack(obo + 'I', struct.unpack(ibo + 'I', fin.read(4))[0])) # unknown
fout.write(struct.pack(obo + 'I', struct.unpack(ibo + 'I', fin.read(4))[0])) # unknown
if same_file:
shutil.move(output_path, input_path)
print(f'Endian conversion completed: {input_path} -> {output_path}')
os.remove(input_path)
print(f'Deleted input file: {input_path}')
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except IOError as e:
print(f'Error during file operation: {e}')
def process_fumens_files(fumen_output_dir):
# Ensure fumen_output_dir ends with a slash for proper path joining
if not fumen_output_dir.endswith('/'):
fumen_output_dir += '/'
# Regex pattern to match _1 or _2 in the file name
duet_pattern = re.compile(r'_[12]\.bin$')
for root, dirs, files in os.walk(fumen_output_dir):
for file in files:
if file.endswith('.bin'):
input_path = os.path.join(root, file)
output_dir = ''
if duet_pattern.search(file):
# File contains _1 or _2, save to duet folder
output_dir = fumen_output_dir + 'duet/'
else:
# File does not contain _1 or _2, save to solo folder
output_dir = fumen_output_dir + 'solo/'
# Ensure the output directory exists, create if necessary
os.makedirs(output_dir, exist_ok=True)
# Construct output path
output_path = os.path.join(output_dir, file)
# Perform endian conversion (lb mode)
convert_endian(input_path, output_path, 'lb')
def cleanup_fumen_output_dir(fumen_output_dir):
# Ensure fumen_output_dir ends with a slash for proper path joining
if not fumen_output_dir.endswith('/'):
fumen_output_dir += '/'
# List of directories to preserve
preserve_dirs = ['solo', 'duet']
# Iterate through all directories in fumen_output_dir
for dir_name in os.listdir(fumen_output_dir):
dir_path = os.path.join(fumen_output_dir, dir_name)
# Check if it's a directory and not in the preserve list
if os.path.isdir(dir_path) and dir_name not in preserve_dirs:
try:
# Clear out *.bin files in the directory
bin_files = glob.glob(os.path.join(dir_path, '*.bin'))
for bin_file in bin_files:
os.remove(bin_file)
print(f"Deleted file: {bin_file}")
# Delete the directory and all its contents recursively
shutil.rmtree(dir_path)
#os.rmdir(dir_path)
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print(f"Deleted directory: {dir_path}")
except Exception as e:
print(f"Error deleting {dir_path}: {e}")
def remove_musicinfo_leftover(directory_path):
try:
# Remove all files in the directory
for file_path in glob.glob(os.path.join(directory_path, '*')):
if os.path.isfile(file_path):
os.remove(file_path)
print(f"Deleted file: {file_path}")
# Delete the directory itself
shutil.rmtree(directory_path)
print(f"Deleted directory: {directory_path}")
except Exception as e:
print(f"Error deleting {directory_path}: {e}")
def remove_texture_leftover(texture_output_dir):
try:
# Iterate through all files and folders in texture_output_dir
for path in glob.glob(os.path.join(texture_output_dir, '*')):
if os.path.isfile(path):
if path.endswith('.nut'):
# Skip *.nut files (preserve them)
continue
else:
# Delete all other files
os.remove(path)
print(f"Deleted file: {path}")
elif os.path.isdir(path):
# Delete all directories (folders)
shutil.rmtree(path)
print(f"Deleted directory: {path}")
except Exception as e:
print(f"Error deleting files and folders in {texture_output_dir}: {e}")
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def export_data():
selected_items = []
for item_id in tree.get_children():
if tree.set(item_id, "Select") == "":
selected_items.append(item_id)
game_platform = game_platform_var.get()
game_region = game_region_var.get()
#max_concurrent = config["max_concurrent"]
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if game_platform == "PS4":
output_dir = "out/Data/ORBIS/datatable"
fumen_output_dir = "out/Data/ORBIS/fumen"
fumen_hitwide_output_dir = "out/Data/ORBIS/fumen_hitwide"
audio_output_dir = "out/Data/ORBIS/sound"
musicinfo_filename = "musicinfo.json"
max_entries = 400 # Maximum allowed entries for PS4
platform_tag = "ps4"
elif game_platform == "NS1":
output_dir = "out/Data/NX/datatable"
fumen_output_dir = "out/Data/NX/fumen/enso"
fumen_hitwide_output_dir = "out/Data/NX/fumen_hitwide/enso"
fumen_hitnarrow_output_dir = "out/Data/NX/fumen_hitnarrow/enso"
audio_output_dir = "out/Data/NX/sound"
musicinfo_filename = "musicinfo.json"
max_entries = 600 # Maximum allowed entries for NS1
platform_tag = "ns1"
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elif game_platform == "WIIU3":
output_dir = "out/content/001A/musicInfo"
fumen_output_dir = "out/content/001A/fumen"
audio_output_dir = "out/content/001A/sound"
musicinfo_filename = "musicinfo.xml"
texture_output_dir = "out/content/001A/texture"
if texture_quality == "low":
max_entries = 425 # Maximum allowed entries for Wii U 3 with BC1a
else:
max_entries = 225 # Maximum allowed entries for Wii U 3 with BC3
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platform_tag = "wiiu3"
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elif game_platform == "PTB":
output_dir = "out/Data/Raw/ReadAssets"
fumen_output_dir = "out/Data/Raw/fumen"
audio_output_dir = "out/Data/Raw/sound/sound"
musicinfo_filename = "musicinfo.json"
songinfo_filename = "songinfo.json"
max_entries = 200 # Maximum allowed entries for PTB
platform_tag = "PTB"
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if game_platform == "WIIU3":
print("")
else:
os.makedirs(output_dir, exist_ok=True)
os.makedirs(fumen_output_dir, exist_ok=True)
os.makedirs(audio_output_dir, exist_ok=True)
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selected_music_info = []
selected_song_info = []
selected_wordlist = []
current_unique_id = 0
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if game_platform == "WIIU3":
current_unique_id = 500
db_data_count = 0
formatted_id = f"{current_unique_id:04d}"
output_dir = f"out/content/{formatted_id}/musicInfo"
fumen_output_dir = f"out/content/{formatted_id}/fumen"
audio_output_dir = f"out/content/{formatted_id}/sound"
texture_output_dir = f"out/content/{formatted_id}/texture"
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def copy_fumens_ura():
# Copy fumen folders for selected songs to output directory
song_id = tree.item(item_id)["values"][1]
# For default fumens
fumen_folder_path = os.path.join(data_dir, "fumen", str(song_id))
if os.path.exists(fumen_folder_path):
for file_name in os.listdir(fumen_folder_path):
if file_name.endswith("_x.bin") or file_name.endswith("_x_1.bin") or file_name.endswith("_x_2.bin"):
original_path = os.path.join(fumen_folder_path, file_name)
new_name = "ex_" + file_name.replace("_x", "_m")
destination_path = os.path.join(fumen_output_dir, new_name)
shutil.copy2(original_path, destination_path)
print(f"Copied and renamed {file_name} to {new_name}")
# Retrieve song info from music_info
song_info = next((item for item in music_info["items"] if item["id"] == song_id), None)
# For custom fumens
if custom_songs:
custom_fumen_folder_path = os.path.join(custom_data_dir, "fumen", str(song_id))
if os.path.exists(custom_fumen_folder_path):
for file_name in os.listdir(custom_fumen_folder_path):
if file_name.endswith("_x.bin") or file_name.endswith("_x_1.bin") or file_name.endswith("_x_2.bin"):
original_path = os.path.join(custom_fumen_folder_path, file_name)
new_name = "ex_" + file_name.replace("_x", "_m")
destination_path = os.path.join(fumen_output_dir, new_name)
shutil.copy2(original_path, destination_path)
print(f"Copied and renamed {file_name} to {new_name}")
# Retrieve song info from custom_music_info
song_info = next((item for item in custom_music_info["items"] if item["id"] == song_id), None)
def copy_fumens():
# Copy fumen folders for selected songs to output directory
song_id = tree.item(item_id)["values"][1]
fumen_folder_path = os.path.join(data_dir, "fumen", str(song_id))
if os.path.exists(fumen_folder_path):
if game_platform == "WIIU3":
shutil.copytree(fumen_folder_path, os.path.join(fumen_output_dir, f"{song_id}"))
print()
else:
shutil.copytree(fumen_folder_path, os.path.join(fumen_output_dir, f"{song_id}"))
def copy_fumens_custom():
# Copy fumen folders for selected songs to output directory
song_id = tree.item(item_id)["values"][1]
fumen_folder_path = os.path.join(custom_data_dir, "fumen", str(song_id))
if os.path.exists(fumen_folder_path):
if game_platform == "WIIU3":
shutil.copytree(fumen_folder_path, os.path.join(fumen_output_dir, f"{song_id}"))
print()
else:
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shutil.copytree(fumen_folder_path, os.path.join(fumen_output_dir, f"{song_id}"))
try:
if len(selected_items) > max_entries:
messagebox.showerror("Selection Limit Exceeded", f"Maximum {max_entries} entries can be selected for {game_platform}.")
return
# Load preview position data
with open(previewpos_path, "r", encoding="utf-8") as previewpos_file:
previewpos_data = json.load(previewpos_file)
if custom_songs:
with open(custom_previewpos_path, "r", encoding="utf-8") as custom_previewpos_file:
custom_previewpos_data = json.load(custom_previewpos_file)
# Copy fumen folders for selected songs to output directory
if game_platform == "WIIU3":
print()
else:
for item_id in selected_items:
song_id = tree.item(item_id)["values"][1]
fumen_folder_path = os.path.join(data_dir, "fumen", str(song_id))
if os.path.exists(fumen_folder_path):
shutil.copytree(fumen_folder_path, os.path.join(fumen_output_dir, f"{song_id}"))
song_info = next((item for item in music_info["items"] if item["id"] == song_id), None)
if custom_songs:
for item_id in selected_items:
song_id = tree.item(item_id)["values"][1]
custom_fumen_folder_path = os.path.join(custom_data_dir, "fumen", str(song_id))
if os.path.exists(custom_fumen_folder_path):
shutil.copytree(custom_fumen_folder_path, os.path.join(fumen_output_dir, f"{song_id}"))
song_info = next((item for item in custom_music_info["items"] if item["id"] == song_id), None)
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for item_id in selected_items:
song_id = tree.item(item_id)["values"][1]
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if custom_songs:
combined_items = custom_music_info["items"] + music_info["items"]
else:
combined_items = music_info["items"]
song_info = next((item for item in combined_items if item["id"] == song_id), None)
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if song_info:
# Calculate song_order based on genreNo and current_unique_id
song_order = (int(song_info["genreNo"]) * 1000) + current_unique_id
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if game_platform == "WIIU3":
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pattern = r"^cs\d{4}$"
if re.match(pattern, song_info["id"]):
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custom_songs == True
else:
custom_songs == False
def convert_song_wiiu(song_id, custom_songs):
preview_pos = get_preview_pos(song_id)
if custom_songs == True:
custom_preview_pos = get_preview_pos(song_id)
if custom_songs == True:
song_filename = os.path.join(custom_data_dir, "sound", f"song_{song_id}.mp3")
else:
song_filename = os.path.join(data_dir, "sound", f"song_{song_id}.mp3")
output_file = os.path.join(audio_output_dir, f"song_{song_id}.nus3bank")
convert_audio_to_nus3bank(song_filename, "idsp", platform_tag, str(preview_pos), song_id)
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if os.path.exists(f"song_{song_id}.nus3bank"):
shutil.move(f"song_{song_id}.nus3bank", output_file)
print(f"Created {output_file} successfully.")
else:
print(f"Conversion failed for song_{song_id}.")
if os.path.exists(f"song_{song_id}.mp3.idsp"):
os.remove(f"song_{song_id}.mp3.idsp")
print(f"Deleted song_{song_id}.mp3.idsp")
formatted_id = f"{current_unique_id:04d}"
output_dir = f"out/content/{formatted_id}/musicInfo"
fumen_output_dir = f"out/content/{formatted_id}/fumen"
audio_output_dir = f"out/content/{formatted_id}/sound"
texture_output_dir = f"out/content/{formatted_id}/texture"
os.makedirs(output_dir, exist_ok=True)
os.makedirs(fumen_output_dir, exist_ok=True)
os.makedirs(audio_output_dir, exist_ok=True)
easy_value = int(song_info["starEasy"])
normal_value = int(song_info["starNormal"])
hard_value = int(song_info["starHard"])
extreme_value = int(song_info["starMania"])
if easy_value == 0 and normal_value == 0 and hard_value == 0 and extreme_value > 0:
print("Extreme Only Chart Detected")
wiiu3_song_info_xml = create_wiiu3_song_info_extreme_xml(song_info, current_unique_id, song_order, word_list)
elif easy_value == 0 and normal_value == 0 and extreme_value == 0 and hard_value > 0:
print("Hard Only Chart Detected") # this exists literally only for zzff14 lmao
wiiu3_song_info_xml = create_wiiu3_song_info_hard_xml(song_info, current_unique_id, song_order, word_list)
else:
wiiu3_song_info_xml = create_wiiu3_song_info_xml(song_info, current_unique_id, song_order, word_list)
root.append(wiiu3_song_info_xml)
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if re.match(pattern, song_info["id"]):
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custom_songs == True
generate_wiiu3_texture(song_info["id"], song_info["genreNo"], current_unique_id, append_ura=False, custom_songs=True)
else:
custom_songs == False
generate_wiiu3_texture(song_info["id"], song_info["genreNo"], current_unique_id, append_ura=False, custom_songs=False)
file_path = f"out/content/{formatted_id}/musicInfo/musicinfo_db"
root.set('num', str(db_data_count))
save_xml_to_file(root, file_path)
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if re.match(pattern, song_info["id"]):
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custom_songs == True
copy_fumens_custom()
else:
custom_songs == False
copy_fumens()
print(f"XML file saved to {file_path}")
process_music_info(current_unique_id)
print(f"DRP File generated")
process_fumens_files(fumen_output_dir)
print(f"Converted fumen files to big endian.")
input_folder = os.path.join(texture_output_dir, song_info["id"],)
output_file = os.path.join(texture_output_dir, f"{song_info['id']}.nut")
generate_nut_texture(input_folder, output_file)
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if re.match(pattern, song_info["id"]):
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custom_songs == True
convert_song_wiiu(song_id, custom_songs=True)
else:
custom_songs == False
convert_song_wiiu(song_id, custom_songs=False)
root.clear()
cleanup_fumen_output_dir(fumen_output_dir)
remove_musicinfo_leftover(output_dir)
remove_texture_leftover(texture_output_dir)
ura_value = int(song_info["starUra"])
if ura_value > 0:
current_unique_id += 1
print(ura_value)
formatted_id = f"{current_unique_id:04d}"
output_dir = f"out/content/{formatted_id}/musicInfo"
fumen_output_dir = f"out/content/{formatted_id}/fumen"
audio_output_dir = f"out/content/{formatted_id}/sound"
texture_output_dir = f"out/content/{formatted_id}/texture"
os.makedirs(output_dir, exist_ok=True)
os.makedirs(fumen_output_dir, exist_ok=True)
os.makedirs(audio_output_dir, exist_ok=True)
wiiu3_song_info_xml = create_wiiu3_song_info_ura_xml(song_info, current_unique_id, song_order, word_list)
root.append(wiiu3_song_info_xml)
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if re.match(pattern, song_info["id"]):
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custom_songs == True
generate_wiiu3_texture(song_info["id"], song_info["genreNo"], current_unique_id, append_ura=True, custom_songs=True)
else:
custom_songs == False
generate_wiiu3_texture(song_info["id"], song_info["genreNo"], current_unique_id, append_ura=True, custom_songs=False)
file_path = f"out/content/{formatted_id}/musicInfo/musicinfo_db"
root.set('num', str(db_data_count))
save_xml_to_file(root, file_path)
copy_fumens_ura()
print(f"XML file saved to {file_path}")
process_music_info(current_unique_id)
print(f"DRP File generated")
process_fumens_files(fumen_output_dir)
print(f"Converted fumen files to big endian.")
input_folder = os.path.join(texture_output_dir, song_info["id"],)
output_file = os.path.join(texture_output_dir, f"ex_{song_info['id']}.nut")
generate_nut_texture(input_folder, output_file)
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if re.match(pattern, song_info["id"]):
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custom_songs == True
convert_song_wiiu(song_id, custom_songs=True)
else:
custom_songs == False
convert_song_wiiu(song_id, custom_songs=False)
root.clear()
cleanup_fumen_output_dir(fumen_output_dir)
remove_musicinfo_leftover(output_dir)
remove_texture_leftover(texture_output_dir)
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if re.match(pattern, song_info["id"]):
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custom_songs == True
else:
custom_songs == False
elif game_platform == "NS1":
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ns1_song_info = {
"id": song_info["id"],
"uniqueId": current_unique_id,
"songFileName": song_info["songFileName"],
"order": song_order,
"genreNo": song_info["genreNo"],
"secretFlag":False,
"dlc":False,
"debug":False,
"recording":True,
"branchEasy": song_info["branchEasy"],
"branchNormal": song_info["branchNormal"],
"branchHard": song_info["branchHard"],
"branchMania": song_info["branchMania"],
"branchUra": song_info["branchUra"],
"starEasy": song_info["starEasy"],
"starNormal": song_info["starNormal"],
"starHard": song_info["starHard"],
"starMania": song_info["starMania"],
"starUra": song_info["starUra"],
"shinutiEasy": song_info["shinutiEasy"],
"shinutiNormal": song_info["shinutiNormal"],
"shinutiHard": song_info["shinutiHard"],
"shinutiMania": song_info["shinutiMania"],
"shinutiUra": song_info["shinutiUra"],
"shinutiEasyDuet": song_info["shinutiEasyDuet"],
"shinutiNormalDuet": song_info["shinutiNormalDuet"],
"shinutiHardDuet": song_info["shinutiHardDuet"],
"shinutiManiaDuet": song_info["shinutiManiaDuet"],
"shinutiUraDuet": song_info["shinutiUraDuet"],
"scoreEasy": song_info["scoreEasy"],
"scoreNormal": song_info["scoreNormal"],
"scoreHard": song_info["scoreHard"],
"scoreMania": song_info["scoreMania"],
"scoreUra": song_info["scoreUra"],
"alleviationEasy": False,
"alleviationNormal": False,
"alleviationHard": False,
"alleviationMania": False,
"alleviationUra": False,
"song_info1": 25721,
"song_info2": 39634,
"song_info3": 60504,
"song_info4": 79618,
"song_info5": 98750,
"song_info6": -1,
"song_info7": -1,
"song_info8": -1,
"song_info9": -1,
"song_info10": -1,
"aocID": song_info["id"],
"limitedID": -1,
"extraID": -1,
"tournamentRand": True,
"bgDon0": "",
"bgDancer0": "",
"bgFever0": "",
"chibi0": "",
"rendaEffect0": "",
"dancer0": "",
"feverEffect0": "",
"bgDon1": "",
"bgDancer1": "",
"bgFever1": "",
"chibi1": "",
"rendaEffect1": "",
"dancer1": "",
"feverEffect1": "",
}
selected_music_info.append(ns1_song_info)
elif game_platform == "PS4":
ps4_song_info = {
"id": song_info["id"],
"uniqueId": current_unique_id,
"songFileName": song_info["songFileName"],
"order": song_order,
"genreNo": song_info["genreNo"],
"secretFlag":False,
"dlc":False,
"entitlementKey":"",
"secondKey":False,
"entitlementKey2":"",
"debug":False,
"branchEasy": song_info["branchEasy"],
"branchNormal": song_info["branchNormal"],
"branchHard": song_info["branchHard"],
"branchMania": song_info["branchMania"],
"branchUra": song_info["branchUra"],
"starEasy": song_info["starEasy"],
"starNormal": song_info["starNormal"],
"starHard": song_info["starHard"],
"starMania": song_info["starMania"],
"starUra": song_info["starUra"],
"shinutiEasy": song_info["shinutiEasy"],
"shinutiNormal": song_info["shinutiNormal"],
"shinutiHard": song_info["shinutiHard"],
"shinutiMania": song_info["shinutiMania"],
"shinutiUra": song_info["shinutiUra"],
"shinutiEasyDuet": song_info["shinutiEasyDuet"],
"shinutiNormalDuet": song_info["shinutiNormalDuet"],
"shinutiHardDuet": song_info["shinutiHardDuet"],
"shinutiManiaDuet": song_info["shinutiManiaDuet"],
"shinutiUraDuet": song_info["shinutiUraDuet"],
"scoreEasy": song_info["scoreEasy"],
"scoreNormal": song_info["scoreNormal"],
"scoreHard": song_info["scoreHard"],
"scoreMania": song_info["scoreMania"],
"scoreUra": song_info["scoreUra"],
"secret":False,
"songFileNameForSelect": song_info["songFileName"],
"bgSolo0":"",
"bgDuet0":"",
"chibi0":"",
"rendaEffect0":"",
"dancer0":"",
"feverEffect0":"",
"bgSolo1":"",
"bgDuet1":"",
"chibi1":"",
"rendaEffect1":"",
"dancer1":"",
"feverEffect1":""
}
selected_music_info.append(ps4_song_info)
elif game_platform == "PTB":
ptb_song_info = {
"uniqueId": current_unique_id,
"id": song_info["id"],
"songFileName": song_info["songFileName"],
"order": song_order,
"genreNo": song_info["genreNo"],
"isLock":False,
"isNew":False,
"debug":False,
"temp":False,
"temp2":False,
"branchEasy": song_info["branchEasy"],
"branchNormal": song_info["branchNormal"],
"branchHard": song_info["branchHard"],
"branchMania": song_info["branchMania"],
"branchUra": song_info["branchUra"],
"starEasy": song_info["starEasy"],
"starNormal": song_info["starNormal"],
"starHard": song_info["starHard"],
"starMania": song_info["starMania"],
"starUra": song_info["starUra"],
"shinutiEasy": song_info["shinutiEasy"],
"shinutiNormal": song_info["shinutiNormal"],
"shinutiHard": song_info["shinutiHard"],
"shinutiMania": song_info["shinutiMania"],
"shinutiUra": song_info["shinutiUra"],
"shinutiEasyDuet": song_info["shinutiEasyDuet"],
"shinutiNormalDuet": song_info["shinutiNormalDuet"],
"shinutiHardDuet": song_info["shinutiHardDuet"],
"shinutiManiaDuet": song_info["shinutiManiaDuet"],
"shinutiUraDuet": song_info["shinutiUraDuet"],
"scoreEasy": song_info["scoreEasy"],
"scoreNormal": song_info["scoreNormal"],
"scoreHard": song_info["scoreHard"],
"scoreMania": song_info["scoreMania"],
"scoreUra": song_info["scoreUra"],
}
selected_music_info.append(ptb_song_info)
# Find previewPos from previewpos.json based on song_id
preview_pos = None
for item in previewpos_data:
if item["id"] == song_info["id"]:
preview_pos = item["previewPos"]
break
ptb_extra_song_info = {
"uniqueId": current_unique_id,
"id": song_info["id"],
"previewPos": preview_pos if preview_pos is not None else 0, # Use 0 if previewPos not found
"fumenOffsetPos":0
}
selected_song_info.append(ptb_extra_song_info)
current_unique_id += 1
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if game_platform == "WIIU3":
db_data_count += 1
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# Find the wordlist items corresponding to song variations
word_keys = [f"song_{song_id}", f"song_sub_{song_id}", f"song_detail_{song_id}"]
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def find_word_info(key, word_lists):
for word_list in word_lists:
word_info = next((item for item in word_list["items"] if item["key"] == key), None)
if word_info:
return word_info
return None
word_lists = [word_list]
if custom_songs:
word_lists.append(custom_word_list)
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for key in word_keys:
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word_info = find_word_info(key, word_lists)
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if word_info:
selected_wordlist.append(word_info)
if game_platform == "PS4":
# Find the corresponding preview position for the current song_id
preview_pos = next((item["previewPos"] for item in previewpos_data if item["id"] == song_id), None)
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if custom_songs:
custom_preview_pos = next((item["previewPos"] for item in custom_previewpos_data if item["id"] == song_id), None)
def convert_song(song_id, custom_songs):
preview_pos = get_preview_pos(song_id)
if custom_songs and custom_preview_pos is not None:
song_filename = os.path.join(custom_data_dir, "sound", f"song_{song_id}.mp3")
else:
song_filename = os.path.join(data_dir, "sound", f"song_{song_id}.mp3")
output_file = os.path.join(audio_output_dir, f"song_{song_id}.nus3bank")
if audio_quality == "low":
convert_audio_to_nus3bank(song_filename, "bnsf", platform_tag, str(preview_pos), song_id)
else:
convert_audio_to_nus3bank(song_filename, "at9", platform_tag, str(preview_pos), song_id)
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if os.path.exists(f"song_{song_id}.nus3bank"):
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shutil.move(f"song_{song_id}.nus3bank", output_file)
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print(f"Created {output_file} successfully.")
else:
print(f"Conversion failed for song_{song_id}.")
if os.path.exists(f"song_{song_id}.mp3.at9"):
os.remove(f"song_{song_id}.mp3.at9")
print(f"Deleted song_{song_id}.mp3.at9")
# Check if preview_pos or custom_preview_pos is not None and run conversion
if preview_pos is not None or (custom_songs and custom_preview_pos is not None):
convert_song(song_id, custom_songs)
elif game_platform == "PTB":
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# Find the corresponding preview position for the current song_id
preview_pos = next((item["previewPos"] for item in previewpos_data if item["id"] == song_id), None)
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if custom_songs:
custom_preview_pos = next((item["previewPos"] for item in custom_previewpos_data if item["id"] == song_id), None)
def convert_song(song_id, custom_songs):
preview_pos = get_preview_pos(song_id)
if custom_songs and custom_preview_pos is not None:
song_filename = os.path.join(custom_data_dir, "sound", f"song_{song_id}.mp3")
else:
song_filename = os.path.join(data_dir, "sound", f"song_{song_id}.mp3")
output_file = os.path.join(audio_output_dir, f"song_{song_id}.bin")
create_and_encrypt_acb(song_filename, song_id)
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shutil.move(f"song_{song_id}.bin", output_file)
# Check if preview_pos or custom_preview_pos is not None and run conversion
if preview_pos is not None or (custom_songs and custom_preview_pos is not None):
convert_song(song_id, custom_songs)
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elif game_platform == "NS1":
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# Find the corresponding preview position for the current song_id
preview_pos = next((item["previewPos"] for item in previewpos_data if item["id"] == song_id), None)
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if custom_songs:
custom_preview_pos = next((item["previewPos"] for item in custom_previewpos_data if item["id"] == song_id), None)
def convert_song(song_id, custom_songs):
preview_pos = get_preview_pos(song_id)
if custom_songs and custom_preview_pos is not None:
song_filename = os.path.join(custom_data_dir, "sound", f"song_{song_id}.mp3")
else:
song_filename = os.path.join(data_dir, "sound", f"song_{song_id}.mp3")
output_file = os.path.join(audio_output_dir, f"song_{song_id}.nus3bank")
if audio_quality == "low":
convert_audio_to_nus3bank(song_filename, "bnsf", platform_tag, str(preview_pos), song_id)
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else:
convert_audio_to_nus3bank(song_filename, "idsp", platform_tag, str(preview_pos), song_id)
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if os.path.exists(f"song_{song_id}.nus3bank"):
shutil.move(f"song_{song_id}.nus3bank", output_file)
print(f"Created {output_file} successfully.")
else:
print(f"Conversion failed for song_{song_id}.")
if os.path.exists(f"song_{song_id}.mp3.idsp"):
os.remove(f"song_{song_id}.mp3.idsp")
print(f"Deleted song_{song_id}.mp3.idsp")
# Check if preview_pos or custom_preview_pos is not None and run conversion
if preview_pos is not None or (custom_songs and custom_preview_pos is not None):
convert_song(song_id, custom_songs)
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# Export selected musicinfo and wordlist
if game_platform == "PTB":
selected_musicinfo_path = os.path.join(output_dir, musicinfo_filename)
selected_wordlist_path = os.path.join(output_dir, "wordlist.json")
selected_songinfo_path = os.path.join(output_dir, songinfo_filename)
with open(selected_songinfo_path, "w", encoding="utf-8") as out_musicinfo_file:
json.dump({"items": selected_song_info}, out_musicinfo_file, ensure_ascii=False, indent=4)
with open(selected_musicinfo_path, "w", encoding="utf-8") as out_musicinfo_file:
json.dump({"items": selected_music_info}, out_musicinfo_file, ensure_ascii=False, indent=4)
with open(selected_wordlist_path, "w", encoding="utf-8") as out_wordlist_file:
json.dump({"items": selected_wordlist}, out_wordlist_file, ensure_ascii=False, indent=4)
merge_ptb('data\\_console\\Raw\\ReadAssets\\wordlist.json', 'out\\Data\\Raw\\ReadAssets\\wordlist.json', 'out\\Data\\Raw\\ReadAssets\\wordlist.json')
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#Compress each ReadAsset file
gzip_compress_file(selected_musicinfo_path)
gzip_compress_file(selected_wordlist_path)
gzip_compress_file(selected_songinfo_path)
#Compress each Remove the json files
os.remove(selected_musicinfo_path)
os.remove(selected_wordlist_path)
os.remove(selected_songinfo_path)
#Compressed File definitions
compressed_musicinfo_path = os.path.join(output_dir, "musicinfo.gz")
compressed_wordlist_path = os.path.join(output_dir, "wordlist.gz")
compressed_songinfo_path = os.path.join(output_dir, "songinfo.gz")
# Final Output definitions
final_musicinfo = os.path.join(output_dir, "musicinfo.bin")
final_wordlist = os.path.join(output_dir, "wordlist.bin")
final_songinfo = os.path.join(output_dir, "songinfo.bin")
# Encrypt the final files
encrypt_file_ptb(compressed_musicinfo_path, final_musicinfo)
encrypt_file_ptb(compressed_wordlist_path, final_wordlist)
encrypt_file_ptb(compressed_songinfo_path, final_songinfo)
# Remove compressed .gz files
os.remove(compressed_musicinfo_path)
os.remove(compressed_wordlist_path)
os.remove(compressed_songinfo_path)
elif game_platform == "PS4":
selected_musicinfo_path = os.path.join(output_dir, musicinfo_filename)
selected_wordlist_path = os.path.join(output_dir, "wordlist.json")
with open(selected_musicinfo_path, "w", encoding="utf-8") as out_musicinfo_file:
json.dump({"items": selected_music_info}, out_musicinfo_file, ensure_ascii=False, indent=4)
with open(selected_wordlist_path, "w", encoding="utf-8") as out_wordlist_file:
json.dump({"items": selected_wordlist}, out_wordlist_file, ensure_ascii=False, indent=4)
if game_region == "JPN/ASIA":
merge_ps4_jp('data\\_console\\ORBIS\\datatablejp\\wordlist.json', 'out\\Data\\ORBIS\\datatable\\wordlist.json', 'out\\Data\\ORBIS\\datatable\\wordlist.json')
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elif game_region == "EU/USA":
merge_ps4_int('data\\_console\\ORBIS\\datatableint\\wordlist.json', 'out\\Data\\ORBIS\\datatable\\wordlist.json', 'out\\Data\\ORBIS\\datatable\\wordlist.json')
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#Compress each datatable file
gzip_compress_file_ps4(selected_musicinfo_path)
gzip_compress_file_ps4(selected_wordlist_path)
#Remove .json files
os.remove(selected_musicinfo_path)
os.remove(selected_wordlist_path)
copy_folder(fumen_output_dir,fumen_hitwide_output_dir)
elif game_platform == "NS1":
selected_musicinfo_path = os.path.join(output_dir, musicinfo_filename)
selected_wordlist_path = os.path.join(output_dir, "wordlist.json")
with open(selected_musicinfo_path, "w", encoding="utf-8") as out_musicinfo_file:
json.dump({"items": selected_music_info}, out_musicinfo_file, ensure_ascii=False, indent=4)
with open(selected_wordlist_path, "w", encoding="utf-8") as out_wordlist_file:
json.dump({"items": selected_wordlist}, out_wordlist_file, ensure_ascii=False, indent=4)
if game_region == "JPN/ASIA":
merge_ns1_jp('data\\_console\\NX\\datatable\\wordlist.json', 'out\\Data\\NX\\datatable\\wordlist.json', 'out\\Data\\NX\\datatable\\wordlist.json')
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elif game_region == "EU/USA":
merge_ns1_int('data\\_console\\NX\\datatable\\wordlist.json', 'out\\Data\\NX\\datatable\\wordlist.json', 'out\\Data\\NX\\datatable\\wordlist.json')
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#Compress each datatable file
gzip_compress_file(selected_musicinfo_path)
gzip_compress_file(selected_wordlist_path)
#Compress each Remove the json files
os.remove(selected_musicinfo_path)
os.remove(selected_wordlist_path)
#Compressed File definitions
compressed_musicinfo_path = os.path.join(output_dir, "musicinfo.gz")
compressed_wordlist_path = os.path.join(output_dir, "wordlist.gz")
# Final Output definitions
final_musicinfo = os.path.join(output_dir, "musicinfo.bin")
final_wordlist = os.path.join(output_dir, "wordlist.bin")
# Encrypt the final files
encrypt_file_ns1(compressed_musicinfo_path, final_musicinfo)
encrypt_file_ns1(compressed_wordlist_path, final_wordlist)
# Remove compressed .gz files
os.remove(compressed_musicinfo_path)
os.remove(compressed_wordlist_path)
copy_folder(fumen_output_dir,fumen_hitwide_output_dir)
copy_folder(fumen_output_dir,fumen_hitnarrow_output_dir)
messagebox.showinfo("Export Completed", "Selected songs exported successfully!")
except Exception as e:
messagebox.showerror("Export Error", f"An error occurred during export: {str(e)}")
#Button shenanigans, because the order they appear on the gui, is determined by the literal order they are in the code???
# Top Side
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if lang == "jp":
preview_button = ttk.Button(main_frame, text="オーディオ・プレビュー", command=preview_selected)
else:
preview_button = ttk.Button(main_frame, text="Preview", command=preview_selected)
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preview_button.pack(side="top", padx=20, pady=10)
# Create sorting options
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if lang == "jp":
sort_options = ["ID", "Song Name", "Genre"]
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sort_label = tk.Label(main_frame, text="ソートフィルター:")
else:
sort_options = ["ID", "Song Name", "Genre"]
sort_label = tk.Label(main_frame, text="Sort by:")
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sort_label.pack(side="top", padx=20, pady=5)
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sort_var = tk.StringVar(main_frame)
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sort_var.set("ID")
sort_menu = ttk.Combobox(main_frame, textvariable=sort_var, values=sort_options)
sort_menu.bind("<<ComboboxSelected>>", lambda _: sort_tree(sort_var.get()))
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sort_menu.pack(side="top", padx=20, pady=0)
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search_entry.pack(side="top", padx=20, pady=10, fill="x") # search bar, currently broken
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# Bottom Side
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if lang == "jp":
clear_button = ttk.Button(main_frame, text="クリア・セレクション", command=clear_selection)
else:
clear_button = ttk.Button(main_frame, text="Clear Selection", command=clear_selection)
clear_button.pack(side="bottom", padx=20, pady=10)
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if lang == "jp":
export_button = ttk.Button(main_frame, text="エクスポート", command=export_data)
else:
export_button = ttk.Button(main_frame, text="Export", command=export_data)
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export_button.pack(side="bottom", padx=20, pady=10)
# Create Selection Count Label
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selection_count_label = ttk.Label(main_frame, text="0/???")
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selection_count_label.pack(side="bottom", padx=20, pady=10)
# Game platform selection
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game_platform_var = tk.StringVar(main_frame)
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game_platform_var.set("PS4")
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game_platform_choices = ["PS4", "NS1", "WIIU3", "PTB"]
game_platform_menu = ttk.Combobox(main_frame, textvariable=game_platform_var, values=game_platform_choices)
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game_platform_menu.pack(side="bottom", padx=20, pady=0)
# Create Label for Platform selection
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if lang == "jp":
platform_label = tk.Label(main_frame, text="ゲーム機:")
else:
platform_label = tk.Label(main_frame, text="Platform")
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platform_label.pack(side="bottom", padx=20, pady=5)
# Game region selection, needed for wordlist export
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game_region_var = tk.StringVar(main_frame)
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game_region_var.set("JPN/ASIA")
game_region_choices = ["JPN/ASIA", "EU/USA"]
game_region_menu = ttk.Combobox(main_frame, textvariable=game_region_var, values=game_region_choices)
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game_region_menu.pack(side="bottom", padx=20, pady=10)
# Create Label for Region selection
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if lang == "jp":
game_region_label = tk.Label(main_frame, text="ゲーム地域:")
else:
game_region_label = tk.Label(main_frame, text="Game Region:")
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game_region_label.pack(side="bottom", padx=20, pady=0)
window.mainloop()