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Boden edited this page May 28, 2026 · 1 revision

Getting Started

SSFEdit works with two kinds of files:

  • An .ssf file, which is the soundset you want to open or create.
  • A dialog.tlk file, which holds the text and sound names that the SSF entries point to.

You need the TLK file before you can do real work in the app.

What to prepare first

  • A backup copy of the files you plan to edit.
  • The right dialog.tlk for the game or install you are targeting.
  • The .ssf file you want to change, if you are not starting from a blank soundset.
  • A Windows build of the app. On Linux or macOS, you need an already-built Windows executable and a compatibility layer such as Wine.

Your first run

  1. Start SSFEdit.
  2. When the app asks for dialog.tlk, choose the TLK file you want to work against.
  3. After the TLK file is loaded, open an existing .ssf file or create a new blank one.

If you cancel the TLK selection, SSF editing does not continue.

Why the TLK file matters

Each soundset slot stores a number called a StrRef. That number points to a line inside dialog.tlk.

SSFEdit uses the TLK file to show you:

  • the sound resource name tied to that line
  • the line of text tied to that line

Without the TLK file, the app cannot show meaningful soundset details.

Safe working habits

  • Keep the original TLK and SSF files untouched until you have tested your edits.
  • If you add a new TLK line, remember that the TLK file becomes part of the change.
  • Reopen the saved files after each session so you can confirm the result before using it elsewhere.

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