ctenken

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Feb 14, 2018
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@7767, It may be wise to remove a small string in Trials in Tainted Space for future versions, specifically located in: ./resources/app/main.[0-9a-f0]+.js. The developer includes a small watermark that could be used to identify a leaker (it may be cosmetic, may not be).

Actual Line:
JavaScript:
var o="";o+="-BACKER",this.versionIdent="".concat(Gf).concat(o).concat("#".concat("2553"));
If you're familiar with Linux shell or Windows Batch, I'm sure you can just look for BACKER case-sensitively and if only one result is found, then just replace from the first comma after to the first semicolon after with nothing (or fill with semicolons, best if an offset into the file is used for something). It'll end up showing Game Version: 0.9.021-BACKER instead of which backer leaked the zip. It lets everyone know it is a Backer build without saying who leaked. The code normally is obfuscated (mostly for size rather than obfuscation) – I wouldn't rely on the variable names being the same.
That's just the "real" version number which I think just increments by one each time the game is built.
 
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BupoTiling03-Retired

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the watermarking is a good idea but it does serve the same purpose as those watermarks on physical media like movies.
“Good idea” only for developers attempting to track down leakers. That's also the only purpose it serves in this case. Not sure of the reason for the reply, honest. Then again, I have a migraine right now.
 

mucktriforce

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hey i cant find my save files like anywhere, i have searched my roaming folder up and down and havent found em. does the windows version of the game store it somewhere else?
 

Hargan2

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hey i cant find my save files like anywhere, i have searched my roaming folder up and down and havent found em. does the windows version of the game store it somewhere else?
The game stores saves weirdly. I'm not sure what format it uses, but I haven't been able to find them and read them. Your best bet is to load up your save and save it to file in a place you choose.
 

BupoTiling03-Retired

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The game stores saves weirdly. I'm not sure what format it uses, but I haven't been able to find them and read them. Your best bet is to load up your save and save it to file in a place you choose.
Weirdly? ... Anyway, the backend is Electron through Chromium (src base for Chrome), so they'll most likely be in AppData/Local or LocalLow or Roaming/tits/ (probably blob_storage) if the author didn't decide to overwrite default behavior. Not hard to find.. As for editing the files, just export from the game and save to desktop, edit with an actual editor (saveeditonline.com for example) and then load the file.
 
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Hargan2

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Weirdly? ... Anyway, the backend is Electron through Chromium (src base for Chrome), so they'll most likely be in AppData/Local or LocalLow or Roaming/tits/ (probably blob_storage) if the author didn't decide to overwrite default behavior. Not hard to find.. As for editing the files, just export from the game and save to desktop, edit with an actual editor (saveeditonline.com for example) and then load the file.
Weirdly as in I looked in appdata/roaming/tits-html-electron and appdata/roaming/tits (the only tits folders I could find, so I guess I could be missing something) a month or two back, and didn't find a single file that I could concretely correspond to save data. Maybe the format they use makes perfect sense to you, but not to me. And that's okay, because I'm dumb
 

BupoTiling03-Retired

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Weirdly as in I looked in appdata/roaming/tits-html-electron and appdata/roaming/tits (the only tits folders I could find, so I guess I could be missing something) a month or two back, and didn't find a single file that I could concretely correspond to save data. Maybe the format they use makes perfect sense to you, but not to me. And that's okay, because I'm dumb
Not dumb, just unaware. Electron “powered apps” store saves there by default, though this behavior can be overwritten. In this case, I recall it being in blob_storage, but that is also still Chromium-formatted storage. Export from the game, edit, import back. The only reliable way to do it and no need to bother about locations as well.
 
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Hargan2

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Not dumb, just unaware. Electron “powered apps” store saves there by default, though this behavior can be overwritten. In this case, I recall it being in blob_storage, but that is also still Chromium-formatted storage. Export from the game, edit, import back. The only reliable way to do it and no need to bother about locations as well.
Yeah, blob_storage was empty. I'd be curious to know where the data is actually stored. I thought they might be in Local Storage or Session Storage, but nothing is clearly marked as a save file. Just idle curiosity though, exporting a save from in game is the way to go as you said and I have my own folder for storing those.
 

BupoTiling03-Retired

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Yeah, blob_storage was empty. I'd be curious to know where the data is actually stored. I thought they might be in Local Storage or Session Storage, but nothing is clearly marked as a save file. Just idle curiosity though, exporting a save from in game is the way to go as you said and I have my own folder for storing those.
It used to be in blob for some devices (I use Wine on Linux, for example). It won't be “clearly marked” because the backend is Electron on top of Chromium (WEB BROWSER)... Eg it is stored as if it were “stored” inside Firefox or Chromium or Chrome's “data storage for localhost” kind of crap. This is one of the reasons I despise this “call it an app” shit-phase and “web-based apps” garbage. It might also have been in LOG format in Local Storage, I can't recall. (What looks like a .log file is the actual save file or some shit, been a long while.)
 
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Hargan2

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It used to be in blob for some devices (I use Wine on Linux, for example). It won't be “clearly marked” because the backend is Electron on top of Chromium (WEB BROWSER)... Eg it is stored as if it were “stored” inside Firefox or Chromium or Chrome's “data storage for localhost” kind of crap. This is one of the reasons I despise this “call it an app” shit-phase and “web-based apps” garbage.
Fair enough! I'm not a programmer or developer or anything, so none of this kind of stuff makes much sense to me. The most I do is use Notepad++ to edit the content of twine/sugarcube based games. Those are in plain text at least, and the coding is pretty straightforward.
 

BupoTiling03-Retired

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Fair enough! I'm not a programmer or developer or anything, so none of this kind of stuff makes much sense to me. The most I do is use Notepad++ to edit the content of twine/sugarcube based games. Those are in plain text at least, and the coding is pretty straightforward.
I set up a PFX (ignore) and managed to see the only file with the name used for a character I created in AppData/Roaming/tits/IndexedDB/file__0.indexeddb.leveldb/000003.log, so I did indeed forget that it was in the browser LOG formats. Don't bother trying to extract them, pain in the ass. Just export/edit/import, far cleaner that way. You can also enable cheats by creating a new game OR loading a game and *THEN* clicking on the “i”'s top part after opening the Escape menu. You'll see “Cheats have been enabled.” to the top-right. Somewhat limited options, it appears, but it is something of an in-game.
 

hahaxddd

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I wonder if the android "Port" has been fixed yet.
I considered it unplayable because you can't read what the descriptions of buttons.
EDIT: No they havent. Have they even tested this out? Did they really just throw out the APK, saw it install and decided to call it a day?
The COC2 one works fine but I literally cant see what the button will do!
This is pissing me off. It had been reported on the forums even when the android version released. It's such a half assed port fuck.
 
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Hargan2

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I wonder if the android "Port" has been fixed yet.
I considered it unplayable because you can't read what the descriptions of buttons.
EDIT: No they havent. Have they even tested this out? Did they really just throw out the APK, saw it install and decided to call it a day?
The COC2 one works fine but I literally cant see what the button will do!
This is pissing me off. It had been reported on the forums even when the android version released. It's such a half assed port fuck.
Honestly go onto the bug report forums and report it. I've seen a couple of reports, including my own, so the more people report it the less they can ignore it. In theory. In practice they probably will ignore it anyway, but I'm allowed to hope.
 

BupoTiling03-Retired

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I wonder if the android "Port" has been fixed yet.
I considered it unplayable because you can't read what the descriptions of buttons.
EDIT: No they havent. Have they even tested this out? Did they really just throw out the APK, saw it install and decided to call it a day?
The COC2 one works fine but I literally cant see what the button will do!
This is pissing me off. It had been reported on the forums even when the android version released. It's such a half assed port fuck.
If I recall, you should be able to go into the options and change text size. Use Accessibility from within Android to magnify the screen after installing, set your size?

Do your browsers allow you to open HTML files? Maybe landscape mode with Firefox would work. Might be responsive CSS design.
 

Hargan2

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If I recall, you should be able to go into the options and change text size. Use Accessibility from within Android to magnify the screen after installing, set your size?

Do your browsers allow you to open HTML files? Maybe landscape mode with Firefox would work. Might be responsive CSS design.
To clarify, I believe the issue they're talking about is with tooltip pop-ups that provide some context as to what different choices can lead to. They've never worked right for the js Android builds, either popping up for a literal instant or not popping up at all. The game probably expects a mouseover event that a touchscreen can't really provide. The issue is also present when opening the HTML file directly in an android browser, as I've tested it on Chromium
 

BupoTiling03-Retired

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To clarify, I believe the issue they're talking about is with tooltip pop-ups that provide some context as to what different choices can lead to. They've never worked right for the js Android builds, either popping up for a literal instant or not popping up at all. The game probably expects a mouseover event that a touchscreen can't really provide. The issue is also present when opening the HTML file directly in an android browser, as I've tested it on Chromium
The CSS/JavaScript can be extended too by simply binding to touch events...should easily be fixable. Provide an example (exact scenario and instructions, and aim around the beginning of the game or a save file), maybe I can make a universal patch tonight.
 
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