No skill to open the files but patience to find out which file does what =P
That's what I hate about the way some modern languages and frameworks arrange things: there's a lot of files lying around because everything and their mother is an object. It gets boring pretty fast for me having to jump from a file to another trying to get the bigger picture. Though of course it's my fault for not knowing Java and the way it organizes files.
I get what you mean, I'm on the same wagon.
But the game doesn't has many variables (or whatever it's called)... I mean, everything is pretty straight-forward.
When you open the file, there are maybe a dozen folders.
And they have evident names: enemies, pictures, characters, etc.
When you open a folder, the stuff is right there. Pictures for example, are all bundled thogeter. Animations are on another folder, cropped to pieces.
Of course, half of the folders are for the system, and the type of files with the gibberish code. But since there aren't folders inside folders, you simply check, and get out.
Basically, it's not the usual nightmare of folders inside folders with weird files you don't know what to do or you can't open.
To put an example:
The usual decompiled game looks (at least for me) like that house that the Winchester family kept buidling non-stop for decades. Rooms inside rooms, secret corridors, doors to nothingness, and changes all around. A wrong turn and you don't know were you are. Locks that can't be opened, etc.
ToA it's just like a corridor, with doors on the left and the right. You open one, look inside, and it's just a room with stuff. You can close it, and open another. That simple.
When I have some free time, I'll fiddle with it.
It could be fun to add other Majalis pictures to events, or edit images for example.