To decompile the game, I used GM Editor: you just specify a data.win file (the game file) and a path to where you want to decompile the game, then you click on extract and let the magic happen. The decompiled data are stored in different folders, and most of it is extracted as it is from the data.win file (it’s raw bytes good luck trying to read that) and here’s when the JSON decompiler is coming to action.
As I’ve mentioned in a previous post, it’s called Altar.NET. This decompiler makes JSON files instead of just raw bytes like the other one. This one is a CLI tool (Command Line Interface) that works using a specific syntax and outputs folders containing the decompiled files just like the other tool but this one is able to decompile the GameMaker code (gml code) into something more readable (though it is said to be kinda terrible at it but for me it’s kinda alright) and by using a Hex Editor and with a little bit of time and dedication, you can find at which address some piece of data is located in the decompiled file (from the GM Editor) and make some changes like the number of iterations of an animation. You have to be careful though because if you mess something up, the game won't even start.
And that's also how I was able to change some the animations : I can tell which texture pages the sprite is using, and for the texture page, which texture file and at what coordinate it's located in the file.
Link for GM Editor :
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Link for Altar.NET :
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