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Add KH1 remastered text editor - #1275

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Yokimitsuro wants to merge 7 commits into
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Yokimitsuro:feature/kh1-text-editor
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Add KH1 remastered text editor#1275
Yokimitsuro wants to merge 7 commits into
OpenKH:masterfrom
Yokimitsuro:feature/kh1-text-editor

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@Yokimitsuro

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Important

This tool is still under testing. Keep backups of the original files and verify edited assets in game before distributing them.

Summary

  • Add a WPF text editor for extracted Kingdom Hearts 1.5 ReMIX assets.
  • Embed the KH1 character table in code, including 01 as space and lossless tokens for unknown bytes and control commands.
  • Open either one supported file or a complete remastered folder.
  • Filter folder mode by file language (US by default) and separate content into tabs by format.
  • Group identical text within each format so one edit can update every listed occurrence.
  • Save folder changes in place or export only modified files as a ZIP with their relative paths preserved.
  • Keep normal Save and Save As behavior in single-file mode.

Supported formats

  • BINL (EvMsg and Message v361)
  • KMB
  • Known KH1 remastered text-table BIN files
  • Validated EvMsg sections embedded in EV and EVDL containers

Screenshots

Remastered folder mode

KH1 Text Editor loading the US files from a remastered folder

Single-file mode

KH1 Text Editor editing one BINL file

Validation

  • Kh1TextTableTests: 13 passed.
  • Release build completed successfully.
  • Byte-identical unchanged round trips completed across the real remastered corpus for all supported formats.
  • Real-file growth and reopen checks passed for BINL, KMB, BIN, EV and EVDL.
  • Corpus validation completed with FAILURES=0.

Closes #1225

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coderabbitai Bot commented Aug 14, 2026

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@rexan7z

rexan7z commented Aug 24, 2026

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Hi! I’ve been testing the KH1 Remastered Text Editor from PR #1275, and I was able to successfully translate some of the text.

I’m new to modding, so I may be missing an important step in the process. After editing the text, I created a mod for it using the OpenKH Mods Manager and its mod.yml system. I then packaged the mod (including the mod.yml and the modified files) as a ZIP and imported it into the Mods Manager.

I selected the mod and used “Build and Run” to launch the game, but the game still displays the original English text instead of my translated text.

Am I setting up the mod.yml or the asset paths incorrectly for the KH1 1.5 Remastered text files? Do the files modified with the tool from PR #1275 need to be built or patched in a specific way before the Mods Manager can load them?

I’ve followed the general Mods Manager workflow, but I’m not sure if there is a specific workflow for the KH1 Remastered text files added by this PR.

Thanks! I’m still very new to OpenKH modding, so any guidance would be greatly appreciated.

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[FEATURE] - KH 1 Text Editor is possible?

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