Tool GAME RIPPER (decrypt and extract Ren'Py, Godot, Unity, Unreal, WolfRPG, RPGM XP/VX/Ace/MZ/MV, SRPGStudio, PGMMV, GMS, APK, JAR, WASM, EXE etc.)

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Apr 29, 2022
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Did the workaround in v1.8 solve your "navigating with mouse" issue?
Hi. Thanks for the update.
Navigation with mouse works fine now on win10. Let me know if you need more testing (or specific tests to see which failsafe does the job or something).

- Modifier key issue on Win10 should be fixed
Yessss.
- Force a specific language on the command line with the "-l (lang)" flag
Lang flag works, thank you.
- Increased contrast on button labels (hopefully more readable)
<...>
About button label contrast, again, it was already fine on my monitor, but this is very monitor setup specific, hard to get it right. Should be better now though.
Seems a bit better now, thanks.
Still less readable than base white text elsewhere, or tab labels, I think.
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- The "Decrypt / Unpack All" button now saves files under the "unpacked" directory
Nice.
Pixel Game Maker MV decryption still uses the original png/ogg/js locations though, which is inconsistent with the rest of the engines now. Is there a specific reason for that? Would it make sense to use "unpacked" directory for these as well? Just dump raw png/ogg/ect. isolated in "unpacked" while preserving the folder structure, and then let the user do whatever they need — inspect & delete, or replace game files with the unencrypted ones if needed.
- You can change the animation speed with the + and - keys (also saved into anim GIF)
<...>
About the animation speed, it is stored in anim GIFs, but keep in mind that most players don't care about this parameter in GIF files.
Nice. Changing preview speed is definitely nice.
With that, it would probably make sense to add a way to reset the speed to default, and display current animation speed (to know what it is and to maybe match it with other anims). Not sure if it's worth to spend time on though.
 

justaplayer69

Member
Nov 29, 2023
264
308
Hi. Thanks for the update.
No, I should say thanks for your feedback!

Navigation with mouse works fine now on win10.
Great!

Let me know if you need more testing (or specific tests to see which failsafe does the job or something).
Thank you very much, will do! I test everything throughfully, but couldn't reproduce this, so I couldn't test this one in particular.

Lang flag works, thank you.
You're welcome!

Seems a bit better now, thanks.
Still less readable than base white text elsewhere, or tab labels, I think.
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The idea was that buttons have a shadow to mimic real buttons (so that you can see them pressed when you click on them) and hence labels must be "craved" into the buttons. You don't see this with white labels at all, but granted, more readable. I'll consider.

Pixel Game Maker MV decryption still uses the original png/ogg/js locations though, which is inconsistent with the rest of the engines now. Is there a specific reason for that?
Yes, this is deliberate. PGMMV is special, it uses the same file names for both encrypted and unencrypted assets, and the engine works with both equally. So if you press "Decrypt / Unpack All" button, all game data will be replaced with decrypted data and the game will still run perfectly. As I've noted before, this is specific to PGMMV, other engines don't use this scheme.

Would it make sense to use "unpacked" directory for these as well? Just dump raw png/ogg/ect. isolated in "unpacked" while preserving the folder structure, and then let the user do whatever they need — inspect & delete, or replace game files with the unencrypted ones if needed.
I don't think so. The folder structure is preserved, and the game works perfectly with decrypted assets. But as I've said, this is an exception to the rule, specific to PGMMV only. For all the other engines you're right, it makes sense to use a separate directory, because they won't work with the decrypted assets as-is.

Nice. Changing preview speed is definitely nice.
With that, it would probably make sense to add a way to reset the speed to default, and display current animation speed (to know what it is and to maybe match it with other anims). Not sure if it's worth to spend time on though.
Yeah. About resetting, that's tricky, because it would require to re-parse the game data, as some engines store different delays for each frame, and delays might be already clipped, so a simple addition won't do. I was thinking about this, and I also concluded that it does not worth the time to implement. I mean you can just restart GAME RIPPER to restore all to the default (not ideal, but simple enough).
 

justaplayer69

Member
Nov 29, 2023
264
308
Not a new release, just some minor UI changes:

- light labels on buttons
- I've added an animation frame delay cache to the sprites, so now it is possible to reset to the default delay (also delay delta is displayed on screen if non-zero)

Really that's all, nothing has changed on ripping nor on exporting part, so no version change, but I've updated the binaries on gitlab (not sure when I'll have a new release but I did not wanted to wait with these minor fixes).
 
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