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.
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.
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.
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!