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Multiextractor
Multiextractor









multiextractor
  1. #Multiextractor manual#
  2. #Multiextractor code#
  3. #Multiextractor Pc#

Probably the most complete sample of adding stuff you'll find. I wanted to add something more to it but never got around to it, so I guess I'm releasing it as is.

multiextractor

RoomOfDetermination: Adds a new room to Undertale 1.08.You will need to track down all the font files yourself, I can't host them here for licensing reasons :( TTFFonts: Makes the game load fonts in TTF format from current directory instead of using the spritesheet fonts.testing: nothing important, just displays random text on the main menu - the first script I ever made.

#Multiextractor Pc#

  • BorderEnabler: lets you import the PlayStation exclusive borders into the PC version and patches all version checks so that they display properly.
  • Scripts to batch import and export various types of asset files.
  • #Multiextractor code#

  • Search: Simple search for text in decompiled code entries.
  • ShowRoomName: Displays the current room name and ID on screen in debug mode.
  • GoToRoom: Replaces the debug mode functionality of the F3 button with a dialog that lets you jump to any room by ID.
  • DebugToggler: similar to the above, but instead toggles the debug mode on and off with F1.
  • If you don't know about Undertale's debug mode, check out
  • EnableDebug: does just that, makes the global variable 'debug' be enabled at game start.
  • yydebug file for the GM:S debugger so that you can edit variables live! (see here)
  • All core IO functionality extracted into a library for use in external tools.
  • It also serves as a replacement for sharing hex editor offsets - if you make it into a file-format-aware script instead, there is much smaller change of it breaking after an update.

    #Multiextractor manual#

    Support for running scripts that automatically modify your data file (or perform other nefarious tasks) - this is the way to distribute mods, but creating them is a manual job for now.The output is accurate (except for the latest GameMaker versions), but it could use some more cleaning up of the high-level structures. This means you can add any custom code to the game, either using the built-in GML compiler or GML assembly. Allows for code disassembly and editing.Includes a (very) simple room/level editor.An editor which lets you change (almost) every single value, including unknown ones.Properly handles all of the pointers in the file so that if you add/remove stuff, make things longer/shorter, move them around etc.Can read every single byte from the data file for lastest version of Undertale, Deltarune, and most other GameMaker: Studio games (GM:S 1.4 and GMS2 bytecode versions 13 to 17 are currently supported) for every platform and then recreate a byte-for-byte exact copy from the decoded data.Have questions? Want to talk? Join us on Discord! I heard you like digging deep into Undertale data so I made a tool just for you!











    Multiextractor