Releases: RenolY2/pikminBMG
Pikmin BMG Tool v0.7.4
Pikmin BMG Tool v0.7.3
Tool now retains the FLW1 and FLI1 sections of Twilight Princess' BMG files. This fixes the crash that happens e.g. when Link talks to Midna.
Pikmin BMG Tool v0.7.2
Improved support for BMG files from Zelda: Twilight Princess: BMG->Json->BMG conversion no longer results in text being gone ingame.
A new field in the converted text file has appeared: Unknown MID1 Value. It is advised not to modify it unless you know what you are doing.
Pikmin BMG Tool v0.7.1
Fixed a bug where BMGs created with v0.7.0 couldn't be converted to json again due to an off-by-one error.
If you have a BMG created with 0.7.0 and you lost the original json file, you can fix the BMG by editing it in a hex editor: The 2 byte big-endian integer located at offset 0x28 in the bmg needs to be decreased by 1. (example: If the integer is 07 CF, you set it to 07 CE. And If the integer is 04 00, you set it to 03 FF)
Pikmin BMG Tool v0.7.0
Changelog:
- Experimental support for attribute lengths longer than 8. This is useful for e.g. BMG files from Twilight Princess
- Adds message indices to the messages. This is useful for e.g. Pikmin 2 cutscenes which call messages by the index and not the ID
- Catch missing closing brackets on command sequences, avoiding an infinite loop and giving the user a useful error message.
Pikmin BMG Tool
Another small bugfix:
In case the user writes symbols that cannot be represented in latin-1 or shift-jis, '?' will be used as the fall-back symbol and a warning is shown in the console.
Pikmin BMG Tool
Small bugsfix related to UTF-8 BOM encoded files.
Pikmin BMG Tool
Compared to the first public release, this version now supports a some more encodings (utf-8-bom, utf-16, utf-32). This means you can edit the created JSON file with regular notepad of Windows, if you want.
The readme is improved too, containing some more information.