If it doesn't show up in the list, make sure Transformice is open, and hit "Refresh Process List".Īfter you have scanned a process, you must dump the swfs. ![]() If you're using the standalone, you should look for a process named "Transformice" (also make sure you have chosen Transformice to play from the select screen) if using the browser version, you must look for "FlashPlayerPlugin" (if multiple, scan them until you find the one with multiple swf files). Next you need to select the process you wish to scan (see next sentence) in the list on the left, and then select "Scan Process" below the blank window. Once you have that downloaded and opened, I'd first recommend going into "options" and changing the output directory to a location of your choosing (I believe the default location is the desktop, which can be messy). This is a free standalone program and does not need to be installed, and does not require admin permission. There are multiple ways to do this, but I will be outlining the one I prefer.įirst, you need to download this SWF Memory Dumper (official link). What we wish to do it decompile it, and retrieve those images in a human-readable format (aka a png/jpg file). ![]() This can contained code / images, "compiled" into a condensed, computer-readable format. This method will let you see all images in the swf, even for other Atelier 801 games.įirst, what is a swf? A swf is an Adobe file that runs a flash program (same idea as an. While the above way can get images for shop simply and fast, it does not allow you to easily recolor grayscale images (see below), export at a specified DPI/size, does not respect transparency (becomes white), and doesn't let you obtain non-shop images. Simply download Trillix (see below), download Cheeseformice's " resources.swf" (save link as), open it in Trillix, export specific images as a single swf, then use an online program to convert the swf to an image (or use the "decompiling a swf" method below). Animations (effects, not skins/etc) must be exported in a super-specific way (read below).Since animated elements are stored in parts, and are assembled through code, these would either need to be done from scratch / done through code."Color-able" shop items are stored in "grayscale" (more on this in a separate section below).Skins / furs / anything animated with "joints" is broken into multiple parts, and must be re-combined by hand / through code (some brief info on that below). ![]() Here are some "issues" to be aware of when decompiling: As stated above, some images are only stored on the server, and as such can only be obtained by the method above. Also note there are probably better ways, but this is the ones I use. There are multiple ways to do this, all of which can also have slightly different results. It should also be noted not all images come from some also are stores on. I have made a little tool to make these simple cases easier: While numbered files are easy to search once you know the path, some files aren't numbered (relics), although while not numbered some still follow a pattern ( flag waving images, which is AA.png ). As such, you can "search" that folder for other files, which sometimes is easy, since you can just check for other numbers. As you can see, it's stored in the "x_badges" folder, and is a numbered file. If you want a specific image you can see, this method stops here however, it is also possible to find related images based on the url destination. Once you have installed the program, open up the Transformice client (stand alone works just as well as opening in browser), and navigate to were it is used in game, as the game won't load it (and thus the HTTP monitor won't have anything to detect) until the game puts it on screen. I currently use Charles as it's free and - unlike something like Wireshark - is designed to shown the file name / server location in a nice, simple way. ![]() This method requires the use of a HTTP proxy / HTTP monitor. These images are often static images (such as backgrounds / icons). This method focuses on obtaining image files directly stored on the Atelier 801 servers, instead of taking images stored in the actual game client. This is the easier of the two ways, although as stated above can not be used to obtain all images, just as the other method can no be used to obtain all images.
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