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Posted

Requirements

Locating and Editing Texts

  • Text files are stored inside the message_assets_all file "FINAL FANTASY_Data\StreamingAssets\aa\StandaloneWindows64"
  • Open this file with UABEA and Select the four English text files by holding Ctrl and left click: system_en, story_mes_en, story_cha_en, etc_text_en
  • On the right panel, click Plugins and export as txt. Create a new folder and move these exported .txt files into it.
  • Download PXR.py and place it inside the same folder. Run the PXR.py and type 1 to extract the texts.
  • Edit the generated merged_output_en.txt file as you want.
  • After editing run PXR.py again and type 2 to import edited texts.
  • Open message_assets_all with UABEA again, choose txt files > Plugins > Import.txt and choose the "merged" folder. And do Ctrl + S to save.

Font Editing

(Fonts are located in FINAL FANTASY_Data\StreamingAssets)

  • Run FFPR_FontTool. Choose option D, then drag the font_en.bundle file into the tool.
  • Choose a random name to extract the font files. This will decrypt the bundle. Open the extracted font files in UABEA.
  • Select SE-ALPSTN and sqex-MonoSix files, then click Plugins > Export.ttf to export them. Edit the fonts, or you can use another font if you wish.
  • After that Plugins > Import fonts with UABEA.
  • Run FFPR_FontTool again, choose option E, drag your edited font files, and save as font_en.bundle.

Textures Locations

  • common_title.bundle: Title Screen Textures
  • common_assets.bundle: Title Logo and Language Textures
  • hit_sprite.bundle: Hit Textures
  • miss_sprite.bundle: Miss Textures

Installation

Credit: Shiryu64 on Moogles & Mods Discord FINAL_FANTASY_PIXEL_REMASTER_FONT_MODDING_TUTORIAL.pdf


 

  • Like 3
Posted

A small addition:

  • I don't know what PXR.py does, but it is absolutely not needed. UABEA exports text perfectly, and it does not require additional manipulation.
  • The file "miss_sprite.bundle" is the same for all parts of the game, and has the same name in all parts, so it can be edited only once, and used in all parts. The same applies to the "hit_sprite.bundle" file, but it needed not for all parts of the game.
  • In parts 5 and 6 of the game, you can also edit the files "ff5_advertisement_demo_assets_all" and "ff6_advertisement_demo_assets_all", they are responsible for the game's intro.
  • Like 1
Posted
2 hours ago, Дракон Сходу said:

A small addition:

  • I don't know what PXR.py does, but it is absolutely not needed. UABEA exports text perfectly, and it does not require additional manipulation.
  • The file "miss_sprite.bundle" is the same for all parts of the game, and has the same name in all parts, so it can be edited only once, and used in all parts. The same applies to the "hit_sprite.bundle" file, but it needed not for all parts of the game.
  • In parts 5 and 6 of the game, you can also edit the files "ff5_advertisement_demo_assets_all" and "ff6_advertisement_demo_assets_all", they are responsible for the game's intro.

image.thumb.png.d5176e93457c525601d1accd6d1e5be2.png

PXR.py only extracts the text and merges it into a single file. It also ignores empty lines.

Posted

I basically suspected that it removes line IDs, but this is only useful for machine translation, for manual translation they are imho necessary. For example, they can be used to determine which character a line belongs to, or to find newly added lines when updating the game.

зображення_2025-06-09_232301754.png

  • Like 1
Posted
49 minutes ago, Дракон Сходу said:

I basically suspected that it removes line IDs, but this is only useful for machine translation, for manual translation they are imho necessary. For example, they can be used to determine which character a line belongs to, or to find newly added lines when updating the game.

зображення_2025-06-09_232301754.png

Yeah, at first I was trying to use machine translation but I found someone to translate it.
Sure ID's can be useful sometimes but i wanted to give the cleanest text possible.
 

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