#Persona 3 Portable text editing?
1 messages · Page 1 of 1 (latest)
Anyway, it should basically be the same as p4g or p5r. Is it text in bfs you're editing?
How exactly are you doing it? Sounds like you're decompiling the bf, editing text, and recompiling, am I right?
No need, I get the idea
Anyway, now that bf emulator's a thing there's a better way to do it.
Using it you can put a .msg file with only your changed messages in FEmulator\BF and then those will be edited. That way you don't have to recompile stuff and it should be compatible if other mods edit the bf (whether it's code or messages)
I can explain it in more detail if you need me to but take a look at the documentation first, it should explain it well enough
https://sewer56.dev/p5rpc.modloader/usage/#example-loose-bf
https://sewer56.dev/FileEmulationFramework/emulators/bf.html#message-hooking
My guess would be that some code's ending up corrupted when you decompile and recompile (since the decompilation isn't always perfect). If you do it like this that shouldn't be a problem since the code isn't touched
All good 
I don't think it's actually that bad, I can try and summarise it.
Say you're editing some text in event\e150\e150_001.bf, there are two files you need to make:
- A dummy file called
e150_001.bfinP5REssentials\CPK\Whatever\event(by dummy I mean make an empty text file and rename it e150_001.msginFEmulator\BF. This is where you put your changes, copy whatever messages you're editing into it and change them
If it's in a pak instead of going in P5REssentials it'd go in the appropriate folder in FEmulator\PAK
btw you could (and imo should) do it like this for P5R and P4G as well. Once you get used to it it should make development a bit easier since you don't have to recompile stuff and it'll make whatever mods you create more compatible with other mods