This repository has been archived by the owner on Jan 17, 2025. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathProgram.cs
202 lines (179 loc) · 8.13 KB
/
Program.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
using AssetsTools.NET;
using AssetsTools.NET.Extra;
using System;
using System.IO;
using System.Windows.Forms;
using static MainCharacterGenderPatcher.DialogueEntries;
using static MainCharacterGenderPatcher.Helpers;
namespace MainCharacterGenderPatcher
{
class Program
{
static AssetsManager am = new AssetsManager();
static string[] genderedWords = new string[10]; // All combinations included in script
static AssetTypeValueField script;
[STAThread]
static void Main()
{
DecompileCYFile();
// Load English language file to memory
var assetInst = am.LoadAssetsFileFromBundle(am.LoadBundleFile("langen-us.unity3d", true), 0, true);
var scriptContainer = am.GetBaseField(assetInst, assetInst.file.GetAssetsOfType(AssetClassID.MonoBehaviour)[0]);
script = scriptContainer["linesdict"]; // Get DDLC dialogue lines
SelectPronouns(); // Ask user for their desired pronouns
ReplacePronouns(); // Go through each 32 lines of gendered dialogue and replace it
CompileUnity3DFile(ref assetInst, ref scriptContainer); // Compile and encode Unity3D file and export to CY file
Cleanup(); // Delete temporary files
Console.Clear();
Console.WriteLine(Messages.PATCH_COMPLETED);
Console.Read();
}
static void DecompileCYFile()
{
// Get user to select their unmodified langen-us.cy file from the DDLC+ StreamingAssets folder
Console.WriteLine(Messages.FILE_SELECT);
OpenFileDialog f = new OpenFileDialog() { Filter = "CY file|*.cy", Title = "Select DDLC+ English language file" };
if (f.ShowDialog() == DialogResult.Cancel)
{
Console.Clear();
Console.WriteLine(Messages.FILE_SELECT_CANCELLED);
Console.ReadKey();
Environment.Exit(0);
}
byte[] cyd;
// SHA256 hash comparison (clean asset hash)
if (!CompareHash(f.FileName, out cyd))
{
Console.Clear();
Console.WriteLine(Messages.FILE_HASH_MISMATCH);
Console.ReadKey();
Environment.Exit(0);
}
for (var i = 0; i < cyd.Length; i++) // Decrypt CY file
{
cyd[i] ^= 0x28;
}
// Create a decompiled version of the CY file temporarily
using (var u3d = new BinaryWriter(File.Open("langen-us.unity3d", FileMode.Create)))
u3d.Write(cyd);
}
static void SelectPronouns()
{
Console.Clear();
switch (new ChoiceSel().Choice(Messages.PRONOUN_SELECT, new string[] { "She/Her", "They/Them", "Custom" }))
{
case 0:
genderedWords = new string[] { "she", "she's", "she'd", "she'll", "her", "her", "girl", "girl", "girlfriend", "lady" };
break;
case 1:
genderedWords = new string[] { "they", "they're", "they'd", "they'll", "them", "them", "person", "person", "partner", "gentlefolk" };
break;
case 2:
Console.WriteLine(Messages.CUSTOM_PRONOUN);
string[] originalGenderedWords = new string[10] { "he", "he's", "he'd", "he'll", "him", "his", "boy", "guy", "boyfriend", "gentleman" };
// Ask user to manually change each version of the pronoun they desire
for (var i = 0; i < originalGenderedWords.Length; i++)
{
Console.Write($"Replacement for {originalGenderedWords[i]}: ");
genderedWords[i] = Console.ReadLine();
}
break;
}
}
static void ReplacePronouns()
{
// Each line has been given specific replacement
for (var i = 0; i < genderedDialogue.Count; i++)
{
var words = GetDialogueValue(script, genderedDialogue[i].sceneIndex, genderedDialogue[i].dialogueIndex).Split(' ');
if (i == 0 || i == 6)
{
words[4] = $"{genderedWords[6]}?";
if (words[4] == "girl?")
words[3] = "another";
}
if (i == 2 || i == 3 || i == 10 || i == 22 || i == 24)
words[0] = CapitaliseWord(genderedWords[0]);
if (i == 3 || i == 9 || i == 10 || i == 15)
words[4] = genderedWords[0];
if (i == 5 || i == 12 || i == 29)
words[6] = genderedWords[0];
if (i == 4 || i == 11)
words[11] = genderedWords[0];
if (i == 15 || i == 19)
words[7] = genderedWords[4];
if (i == 16 || i == 17)
words[4] = genderedWords[6];
if (i == 1)
{
words[4] = genderedWords[4];
words[9] = genderedWords[1];
}
else if (i == 7)
words[2] = $"{genderedWords[8]},";
else if (i == 8)
words[9] = genderedWords[0];
else if (i == 13)
words[2] = genderedWords[3];
else if (i == 14)
words[12] = genderedWords[0];
else if (i == 18)
words[6] = genderedWords[4];
else if (i == 19)
words[10] = $"{genderedWords[4]}self.";
else if (i == 20)
words[4] = $"{genderedWords[6]}.";
else if (i == 21)
words[11] = genderedWords[4];
else if (i == 23)
words[12] = genderedWords[2];
else if (i == 25)
words[3] = genderedWords[1];
else if (i == 26)
words[10] = $"{genderedWords[4]}.";
else if (i == 27)
words[5] = $"{genderedWords[8]}~";
else if (i == 28)
words[8] = $"{genderedWords[9]}?";
else if (i == 30)
words[14] = genderedWords[4];
else if (i == 31)
words[0] = $"<i>({CapitaliseWord(genderedWords[1])}";
// Set the replaced line to the script variable
SetDialogueValue(script, genderedDialogue[i].sceneIndex, genderedDialogue[i].dialogueIndex, string.Join(" ", words));
}
}
static void CompileUnity3DFile(ref AssetsFileInstance assetInst, ref AssetTypeValueField scriptContainer)
{
// Push changes to script's container
assetInst.file.GetAssetsOfType(AssetClassID.MonoBehaviour)[0].SetNewData(scriptContainer);
// Write changes to another temporary file
using (AssetsFileWriter w = new AssetsFileWriter("langen-us.patched.unity3d"))
{
assetInst.file.Write(w);
}
byte[] data;
// Read the new temp file
using (var s = new FileStream("langen-us.patched.unity3d", FileMode.Open))
{
var len = (int)s.Length;
data = new byte[len];
s.Read(data, 0, len);
}
// Re-encrypt the data
for (var i = 0; i < data.Length; i++)
{
data[i] ^= 0x28;
}
// Write encrypted data to the final output file
using (var cy = new BinaryWriter(File.Open("langen-us.patched.cy", FileMode.Create)))
cy.Write(data);
}
static void Cleanup()
{
am.UnloadAll(); // Unload langen-us.unity3d
File.Delete("langen-us.unity3d");
File.Delete("langen-us.patched.unity3d");
}
}
}