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galsdk

Editor and utilities for the PSX game Galerians (1999). Requires Python 3.11 or 3.12.

Setup

In the future I may provide a packaged release, but for now, I recommend setting up a Python virtual environment.

  1. Install Python 3.12 if you don't have it. 3.11 will also work.
  2. Clone down the repo: git clone https://github.com/descawed/galsdk.git
  3. cd to the repo directory: cd /path/to/galsdk.
  4. Create the virtual environment: python -m venv ./venv.
  5. Enter the virtual environment. Windows: .\venv\Scripts\activate.bat. Mac/Nix: source ./venv/bin/activate.
  6. Install dependencies: python -m pip install -r requirements.txt.
  7. Run desired commands as described below (e.g. python -m galsdk.editor).
  8. When you're done, exit the virtual environment with the command deactivate.
  9. Next time you want to use the tools, remember to enter the virtual environment first as in step 5.

SDK

The SDK is a set of C headers and linker scripts for building your own modules. Modules are loadable binaries that implement the game's rooms, AI, and certain menus. See the README in the sdk directory for details. The tutorial for building the sample room also provides some examples of how to use the editor.

Editor

The editor is a GUI application for exploring the game's files. Run it from the repo's root directory with python -m galsdk.editor. At the moment, it supports editing rooms, strings, art textures, and some animation data. Support for editing other files will be added in the future.

Projects

A project is a folder where the editor extracts game files and their metadata. Before you can view anything in the editor, you need to create a project by using File > New Project (or ctrl-N) and selecting a CD image to extract. The image should be in BIN/CUE format (although any CUE file is actually ignored). Currently, all retail versions of the game except for the French version are supported. Support for demos and the French version is planned for the future.

After selecting the appropriate BIN image, the GUI will display some information about the version of the game it contains. Choose a directory for the project to be created in with the Browse button and then click Create Project. Wait a minute for it to finish extracting the game files and you'll be taken to the project view.

To open an existing project, use File > Open Project (or ctrl-O) and select the project directory. To export your changes to a playable CD image, use File > Export (make sure to save first). Not all files can be edited within the editor at this time, but if you make changes to project files outside the editor, the export process will still pick them up based on the file modification timestamps.

Tabs

  • Room - This is probably the most useful feature of the editor. From this tab, you can view the layout of all the rooms in each of the game's 4 stages. When first clicking on a room, you will be shown an overhead view of the floor layout. A room consists of a few different types of objects which are listed below. You can right-click on the category name within the room to show an option to toggle display of that type of object on or off. Clicking on an object will highlight it in the 3D view. You can also select objects by clicking on them in the 3D view. Clicking on a camera will show the view from that camera, with the camera's target point displayed as an X. Finally, you can click and drag selected objects to move or resize them (although it's a bit janky at the moment). Beyond the room viewer, you can also click the "Edit maps" button at the bottom of the window to view and edit how rooms are assigned to maps. This also allows you to import custom room modules you've created.
    • Actors - This shows the actors (characters) present in the room. Rooms may have multiple actor layouts for different scenarios, although most only have one. The game has a hard-coded limit of four actors per room, the first of which is always the player. Therefore, each layout has a fixed list of four actor slots, although slots may be unused if the room contains fewer than the maximum of four. Each actor instance placed in the game has an ID which I believe is used for tracking which enemies have been killed. IDs are usually unique, but NPCs who can't be killed sometimes have the same ID. Clicking on a different layout will update the 3D view to show the actors from that layout.
    • Colliders - Colliders are solid obstacles that obstruct the player's movement. The first collider is always the room's walls, shown in red in the 3D view. This defines the playable area which the player cannot exit. Other colliders are shown in green and represent obstacles within the room. The game supports rectangular, triangular, and circular colliders. Wall-type colliders are rectangular but inverted such that the player is blocked from walking out of the area rather than walking into it.
    • Entrances - Entrances are the different points the player can appear at when entering a room. Typically, you enter a room by going through a door, and the entrance point corresponds to where you appear on the other side of the door. There are also a few scripted entrance points, though, such as where you start at the beginning of each stage. Entrances appear in the 3D view as cones pointing in the direction the player will face when entering at that point.
    • Cameras - Cameras define the different camera angles the room can be viewed from in-game. Each camera angle is associated with a particular pre-rendered background image. Cameras' 3D positions are represented in the 3D view by a model of a film camera. You can click on a camera angle in the list to view the room from that camera angle with the associated background. The orientation and scale settings on the camera are not currently reflected by the 3D view.
    • Cuts - Cuts define which camera angle the game should use when the player is standing in various parts of the room. Cuts are shown in orange in the 3D view. When the player moves from one cut to another, the camera angle will change to the one defined by the cut.
    • Triggers - Triggers are areas in the room that can be interacted with or that trigger an event when the player walks into them. These include things like doors, item pickups, and scannable objects. Each trigger has an associated condition that determines under what circumstances the trigger will fire, such as when the player presses the activate button or the scan button. Note that there are a few scanning-related conditions that are not used in the final game; these appear to be related to a cut feature where it would have been possible to combine scanning with an item. If the player enters the trigger area and fulfills the associated condition, the game will call the "Enabled" callback (if present) to determine if the trigger is enabled. If the trigger is enabled, the game will then call the "Callback" function to perform the action associated with the trigger. If either callback contains calls to any common game functions, such as checking a flag or picking up an item, those will be shown in an "Actions" box below the callback. There you can modify the arguments, or disable the call by unchecking the box next to its name. The final important piece of information attached to triggers is the actor flags. If one of the actor flags is set, the trigger area bounds are ignored and the trigger will instead fire when the player activates/scans/etc. the flagged actor. The trigger will only fire if the actor is dead unless the "Allow living actor" flag is set. Note that there is no flag for Actor 0 because Actor 0 is always the player.
  • String - This tab shows the game's message strings. "Messages" exclusively means the messages that appear at the bottom of the screen, e.g. when inspecting objects; all other text consists of standalone images. Each stage of the game has a separate message file, so this tab groups messages by stage. There also additional debug strings that go in their own group. When clicking on a string, you will be shown an image of that string rendered in the game font as well as a text box to edit the string. There are various control codes that can be used depending on the version of the game.
    • The English (and presumably other non-Japanese) versions of the game use control codes prefixed with $. The available codes are as follows:

      • $c(n) - Change text color. n is the index of the CLUT to use in the font TIM file. Valid indexes are 0 (white), 1 (red), and 4 (yellow).
      • $r - New line. Erases the currently displayed text before showing the next line.
      • $w - Wait for the user to press the activate button before continuing.
      • $y - Display a yes/no prompt.
      • $p(n) - Wait until the game fires event number n before continuing.
      • $l - Probably left-align. Seems buggy. Never used.
      • $$ - A literal dollar sign.
    • The Japanese version of the game is more complicated. The message format is binary, but the editor will display control codes in the $ format above for consistency. The game uses two font images - a basic image consisting of common characters (digits, punctuation, latin characters, and kana) and a second image consisting of kanji characters which differs from stage to stage. The strings don't use a common encoding (e.g. Shift-JIS or UTF-8) but are just a series of indexes into the two font images. This has a couple implications. The first is that I only have a transcription of the kanji used by Stage A, so when viewing strings for the other stages, kanji characters will display as a $k code followed by the kanji index (e.g. $k(26)). If anyone feels like transcribing the kanji for the other three stages, I would appreciate it! The second implication is that, on any given stage, you can only use kanji that are present in that stage's kanji image.

      With that out of the way, we can discuss control codes. The same set of control codes from the other versions are supported, and the $l code seems to work properly in this version. In addition to the $k code used for unknown kanji, the editor also supports a $u code which can be used for unknown values in the message data, e.g. $u(1234).

      The last caveat is that the Japanese version of the game references strings by their offset in the file rather than by index like the Western versions do. This means that if you change the length of a string, you'll break every string that comes after it in that group. If you want to make the string shorter, you can try padding back to the original length with spaces and/or color control codes, which take up no space and will be invisible if no text comes after them. If you want to make it longer, there's no option but to patch the game code with the updated offsets.

  • Actor - This tab allows you to view the 3D model for each actor in the game. The number preceding the actor name in the list is the actor ID. Note that this is not the same ID shown in the actor section of the Room tab, which identifies a specific placed instance of an actor. All of these models are also viewable on the Model tab. The difference with this tab is that some actors in the game are defined to use the same model (for instance, Rion's mirror image uses the same model as the playable Rion actor). The model tab will only show each model once, but this tab has distinct entries for actors that share a model, and shows their unique IDs next to their name. You can also have the actor play an animation by selecting an animation set and animation at the bottom of the screen. Each actor has a default animation set with common animations like idle, walking, running, etc., but you can (attempt to) play any animation on any actor. Finally, you can right-click on an actor in the list for an option to export the model and/or texture. When exporting to glTF or GLB, the currently selected animation set will also be included in the export.
  • Animation - This tab allows you to view and edit character animations. The game contains multiple animation "databases", each of which contains zero or more animations. Animation databases that are associated with a particular character will show that character's name. The remaining databases generally contain animations for cutscenes or player-specific actions. Each animation contains a list of attack data, which is used for melee attacks, and multiple animation frames. You can edit the flags and translation for each frame. Rotation editing is not currently supported. If you right-click on animation in the list, you can delete it or copy another animation in its place. If you right-click on an animation database, you can choose to copy all animations from another database over the animations of this database, or to copy only animations that are missing in this database.
  • Background - This tab shows the background images associated with each stage of the game. Each entry in the list contains one or more images. The first image is always the background image itself. Subsequent images are overlaid in front of the background depending on their 3D position defined by the camera angle being viewed. These are mainly used for objects in the background that should appear in front of the player when you walk behind them, but also for things like lights that change color when you activate something or items that disappear after you pick them up. You can right-click on an image in the list to export.
  • Item - This tab displays the inventory icons and 3D models associated with each item in the game. When clicking on an item, the item's model will be displayed in the 3D view, its inventory description will appear in the bottom left, and its inventory icon will appear in the bottom right. Items are divided into key items and medicine (i.e. consumables). Medicine items do not have 3D models.
  • Model - This tab allows viewing of all the games 3D models. This includes actor and item models that are visible on previous tabs, as well as "Other" models which are either unused or appear as movable objects in the game world. You can right-click on a model in the list to export. See the documentation for the Actor tab for details on how animations work on this tab and how they affect exporting.
  • Art - This tab allows viewing and exporting of all known images in the game except for backgrounds and model textures (which are available on other tabs). The exact organization of images on this tab varies depending on your game version. You can right-click on an image in the list to export, or to import a replacement image. You can import any common image format and it will be converted to TIM automatically, but only a single CLUT is supported. If you need multiple palettes, use a tool like TIMedit to create a TIM with the appropriate structure and import that.
  • Menu - This tab displays images defined in menu files. These files don't exist in the Japanese version, so this tab won't appear for Japan-version projects. The other versions have two menu files, one for the option menu and one for the inventory. In addition to displaying the icons within each menu, the top-level entry for the option menu can also display a preview of the full menu rendered together. This is not currently supported for the inventory menu. You can right-click on an image in the list to export.
  • Movie - On this tab you can view the game's FMVs. There's no export option in the UI, but if you watch a video in the editor, you can find a copy of it in .mp4 format in <project dir>/stages/<stage letter>/movies. Which stage's FMVs are available to view depends on which disc you created the project from, although you can manually copy the FMVs from other discs into the appropriate directory in the project if you want to have them all available.
  • Voice - This tab allows you to listen to the game's spoken dialogue. Like the Movie tab, there is no export option in the UI, but playing a voice recording will create a copy in .wav format in <project dir>/voice.

CLI utilities

galsdk also comes with a number of CLI tools for manipulating the game's files. Each tool can be run with python -m <module name> and has usage help available with the -h option. There are also a couple bonus scripts for working with Galerians: Ash files (no additional Ash support is planned at this time). The following modules have CLI interfaces:

  • galsdk.animation - Pack and unpack animation databases from MOT.CDB. You usually want to use the --all switch when unpacking, because animation databases can have gaps. --all exports empty files for animations that aren't present. Without these empty files, the animations will likely be in the wrong order when repacked.
  • galsdk.db - Pack and unpack .CDB files. Note that MODULE.BIN is also a CDB file, despite the extension.
  • galsdk.model - Export the game's 3D models into other formats. To correctly export actor models, you need to know the actor ID (shown in the Actor tab of the editor or can be found in the actor list in galsdk/model.py). There is no import functionality at this time.
  • galsdk.module - Dump room information. This is the same information available in the editor's Room tab but in text format. Note that not all modules in MODULE.BIN are room modules.
  • galsdk.sniff - Auto-detect the format of game files. Can optionally rename the files with a suggested extension and export to another format (recursively if the file is an archive of some kind). This will correctly identify all but a few of the game's files in the versions I've tested so far.
  • galsdk.string - Pack and unpack message files ("string databases"). This can also export messages as images rendered in the game's font, although you need an editor project for it to pull from. When working with Japanese strings, see the caveats listed above in the section on the editor's String tab.
  • galsdk.tim - Pack and unpack "TIM databases". The game has many different formats for storing sequences of TIMs, some of which are compressed. When unpacking, the tool should be able to auto-detect the format. When packing, if you don't know the format you want, run the sniff tool on the original file and see what extension it suggests.
  • galsdk.vab - Pack and unpack VAB databases that are found in SOUND.CDB. There are two different VAB database formats. When unpacking, the tool will auto-detect the format. When packing, if you don't know the format you want, run the sniff tool on the original file. If it suggests the .VDA extension, use the --alternate flag when packing.
  • galsdk.xa - Unpack XA databases. The game's dialogue is stored in the disc's XA file(s) (XA.MXA in the US version, files in the XA directory in the Japanese version) with no indication where particular recordings begin or end. In the US version, DISPLAY.CDB entries 0, 1, and 2 are a kind of header-only database defining where in the XA file to find the various dialogue recordings for discs 1, 2, and 3 respectively. Run this tool with the path to the file from DISPLAY.CDB for the disc you want, followed by the path to the XA file, and finally the path to a directory to extract the recordings to. The unpack command doesn't work with the Japanese version because the XA layouts are hard-coded in the exe. However, you can use the mxa command to export Japanese audio in the Western XA.MXA format and then unpack that.
  • psx.cd - Patch updated files into a BIN CD image. After you make changes to game files, you can use this to replace the old versions of the files on the CD. For best results, try to keep the size of the changed file less than or equal to the size of the original file. The tool tries to handle shuffling things around if a file gets bigger, but I'm not yet 100% confident in it. It can also extract files from the CD image.
  • psx.exe - Apply binary patches to an EXE by address.
  • psx.tim - Convert TIM images to other formats.
  • ash.bd - Extract Galerians: Ash .BD1 and .BD2 archives.
  • ash.tex - Convert Galerians: Ash texture images to other formats.

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Editor and utilities for the PlayStation game Galerians

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