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The most complete tool for modding, decompiling and unpacking Undertale (and other Game Maker: Studio games). ==Features== *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. *Properly handles all of the pointers in the file so that if you add/remove stuff, make things longer/shorter, move them around etc. the file format won't break. *An editor which lets you change (almost) every single value, including unknown ones. *Includes a simple room/level editor. *Allows for code disassembly and editing. This means you can add any custom code to the game, either using the built-in GML compiler or GML assembly. *Experimental high-level decompiler. The output is accurate (except for the latest GameMaker versions), but it could use some more cleaning up of the high-level structures. *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. 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. *All core IO functionality extracted into a library for use in external tools. *Can generate an .yydebug file for the GM:S debugger so that you can edit variables live ([https://github.com/krzys-h/UndertaleModTool/wiki/Corrections-to-GameMaker-Studio-1.4-data.win-format-and-VM-bytecode,-.yydebug-format-and-debugger-instructions#yydebug-file-format see here]). *Automatic file associations for all GameMaker related files. This can be disabled by having a dna.txt file next to the executable. ==User guide== UndertaleModTool has different builds per release. The differences are as follows: *<code>.NET bundled</code> - Bundles the required .NET runtime version needed to run the tool alongside it. All stable releases are .NET bundled, so you don't have to worry about installing the necessary runtime. *<code>Single file</code> - The tool is only one executable, with all dependencies embedded within it. This does make your folders cleaner, however it also causes some unexpected stability issues. *<code>Non-single File</code> - All dependencies are not embedded within the executable, but are now located right next to it. Choose this if you don't care about finding the right executable in-between of ~300 dll's, or if the stability issues from the Single file build affect you. Some test scripts are included: *Universal: **Search - Basic text search within decompiled code entries. **Scripts to batch import and export various types of asset files. *Undertale only: **EnableDebug - Activates [https://tcrf.net/Undertale/Debug_Mode Undertale's debug mode] by enabling the global variable 'debug' at game start. **DebugToggler - Allows toggling the debug mode on and off with the F1 key. **BorderEnabler - Facilitates the importation of PlayStation exclusive borders into the PC version, while ensuring proper display by patching version checks. **Testing - Displays random text on the main menu, this was the first script ever created. **TTFFonts - Makes the game load fonts in TTF format from current directory instead of using the spritesheet fonts. You'll need to provide the font files yourself. **RoomOfDetermination - Adds a new room to Undertale 1.08. Although incomplete, it serves as a comprehensive example of adding content. *Deltarune only: **DeltaHATE - [https://www.reddit.com/r/Undertale/comments/41lb16/hate_the_undertale_corruptor/ HATE]-inspired script for corrupting Deltarune **DeltaMILK - Replaces every non-background sprite with the K.Round healing milk. Don't ask why. **TheWholeWorldRevolving - Creates a spinning effect. *Undertale and Deltarune only: **GoToRoom - Replaces the F3 button's debug mode functionality with a dialog allowing you to jump to any room by its ID. **ShowRoomName - Displays the current room name and ID on the screen during debug mode. Additionally, there are some community-made scripts. For more information, consult the [https://github.com/krzys-h/UndertaleModTool#included-scripts SCRIPTS.md] file. Documentation is available on [https://github.com/krzys-h/UndertaleModTool/wiki UndertaleModTool wiki]. ==Screenshots== https://dlhb.gamebrew.org/switchhomebrews/undertalemodtoolnx2.png [https://gamejolt.com/games/UndertaleBnP/574044 Undertale: Bits and Pieces] <br> https://dlhb.gamebrew.org/switchhomebrews/undertalemodtoolnx3.png [https://gamejolt.com/games/ribbitmod/671888 RIBBIT - The Deltarune Mod] <br> https://dlhb.gamebrew.org/switchhomebrews/undertalemodtoolnx4.png ==Changelog== '''0.5.1.0''' Additions: * The dark mode setting (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1141 #1141], [https://github.com/krzys-h/UndertaleModTool/pull/1121 #1221], *[https://github.com/krzys-h/UndertaleModTool/pull/1273 #1273], [https://github.com/krzys-h/UndertaleModTool/pull/1336 #1336], [https://github.com/krzys-h/UndertaleModTool/pull/1342 #1342]). * Tabs content state saving and restoring (tab sessions) (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1152 #1152]). * More ways of opening an object in a new tab (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1232 #1232]). * The "Find all references" feature and the new "Find" menu: (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1246 #1246])[0]. * Allows you to search for references of any common type asset by right-clicking: ** An asset in the main list. ** An object reference in the "Object definition" fields. ** A tile on the GMS 2 tileset image (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1288 #1288]). ** A texture page item on the embedded texture image (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1293 #1293])[0]. * A support for the tile layer exported data (.csv) from "Tiled" (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1280 #1280])[0]. * A proper support for code with multiple functions (@Jacky720, @VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1191 #1191]). * Proper code editors for shaders (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1294 #1294]). * A support for sequence text tracks (GM 2022.2 - e.g. "Donoβs Tale") (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1197 #1197]). * New scripts - "SpriteOriginCopy.csx", "SpriteOriginCopy2_3.csx" (@fixdude in [https://github.com/krzys-h/UndertaleModTool/pull/1144 #1144]). * A support for GM 2023.1 games (e.g. "HoloCure", "Alien XENOCIDE") (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1206 #1206]). * A support for some GMS 2.0 games (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1205 #1205], [https://github.com/krzys-h/UndertaleModTool/pull/1239 #1329]). * A support for GM 2023.2 games (and particle systems) - e.g "The Slormancer", "Nova Drift" (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1238 #1238], [https://github.com/krzys-h/UndertaleModTool/pull/1353 #1353], [https://github.com/krzys-h/UndertaleModTool/pull/1361 #1361]). * An indication for the sub-functions cache building on first decompilation and 3 minutes timeout for it (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1241 #1241]). * Proper sequence model names for debugging and the "Find all reference" results (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1254 #1254]). * A support for games with room path layers (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1256 #1256], [https://github.com/krzys-h/UndertaleModTool/pull/1268 #1268]). * A possibility to delete room objects through context menu (@zivmaor, @VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1301 #1301]). * The "Run other script..." option on missing "Scripts" folder (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1364 #1364]). * An option to export one sprite with padding (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1367 #1367]). Fixes: * A memory leak of UTMT scripts and the command box (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1220 #1220]). * A bug with textures not being displayed in GM 2022.3+ games; improvements of an "ImportGMS2FontData.csx" script (@Dobby233Liu, @Miepee, @VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1048 #1048]). * A bug with <code>PromptChooseDirectory()</code> infinite loop in CLI (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1183 #1183]). * An "ExportAllRoomsToPng.csx" script error (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1164 #1164]). * A crash in CLI version on events replacing (@TheAwoo in [https://github.com/krzys-h/UndertaleModTool/pull/1174 #1174]). * A "Texture failed to loaded!" error in the embedded texture editor (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1199 #1199]). * An extension file and function tab titles display (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1200 #1200]). * A room background definition removing (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1202 #1202]). * A crash in "Deltarune 1&2" after a "Ch2 Debug.csx" script (@Jacky720 in [https://github.com/krzys-h/UndertaleModTool/pull/1188 #1188]). * The "Gdip" crash in CLI version on loading GM 2022+ games (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1302 #1302]). * An annoying XAML binding error in "Visual Studio" log (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1228 #1228]). * <code>Environment.ProcessPath</code> warnings in "Visual Studio" (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1234 #1234], [https://github.com/krzys-h/UndertaleModTool/pull/1258 #1258]). * A bug in the code editor that led to freezes on some errors (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1243 #1243]). * The "FindUnusedStrings.csx" script (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1246 #1246])[1]. * A rare crash on drag&dropping within the asset list and the tab panel (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1264 #1264], [https://github.com/krzys-h/UndertaleModTool/pull/1289 #1289]). * A crash on the tileset image click (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1274 #1274]). * Incorrect GMS 2 rotated/flipped tiles display (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1280 #1280])[1]. * A bug that broke the "Disassembly" code editor tab on some localizations, e.g. Turkish (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1298 #1298]). * A random <code>SaveCodeChanges()</code> crash on data saving (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1304 #1304]). * A rare crash on opening the "Disassembly" code tab (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1322 #1322]). * A crash on invalid entered color value (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1357 #1357]). Changes: * The version flags cleanup and proper GM(S) version in the title (@Jacky720, @Miepee, @VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1047 #1047]; @VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1213 #1213]). * Game data loading is noticeably faster and uses less RAM (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1161 #1161]). * Made the embedded texture image zoomable and more interactable (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1293 #1293])[1]. * A lot of the font editor improvements: (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1328 #1328], [https://github.com/krzys-h/UndertaleModTool/pull/1331 #1331], [https://github.com/krzys-h/UndertaleModTool/pull/1332 #1332], [https://github.com/krzys-h/UndertaleModTool/pull/1346 #1346]). ** Added the red marker for the selected glyph, made the font texture clickable. ** Made the glyphs table show and accept actual characters. * ... and more! See the PR description. * Disabled room layers are highlighted with gray color (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1201 #1201]). * The "Timestamp" value (in "General info") is in human-readable format (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1226 #1226]). * An optimization of the "data.win" file context menu options - e.g. "Run game normally" (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1245 #1245]). * An optimization of "ExportAllCode2_3.csx" script (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1239 #1239]). * Room object names improvements (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1246 #1246])[2]. * Made the room instance layer objects resolving safer - adds a support for a "Pizza Tower D3 v3.1" mod and "Heroine Conquest" (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1266 #1266], [https://github.com/krzys-h/UndertaleModTool/pull/1299 #1299]). * Made the GMS debugger related things more distinguishable from the debug mode in some games; the GMS debugger file option is hidden by default (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1330 #1330]). * Improved the object reference fields clarity (@VladiStep in [https://github.com/krzys-h/UndertaleModTool/pull/1363 #1363]). [https://github.com/krzys-h/UndertaleModTool/releases Release notes.] == External links == * GitHub - https://github.com/krzys-h/UndertaleModTool * GameBanana - https://gamebanana.com/tools/6647
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