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Tool Ren'Py UnRenGUI, UnRen-forall(v9.4), UnRen-Powershell-forall(v9.4), UnRen-old

5.00 star(s) 3 Votes

VepsrP

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Code:
(8, 0, 3)
and it was like 99% successful decompile except for the one file that didnt decompile "customgui.rpyc"

edit
unless dev had a 0 byte file called customgui.rpy that he made compiled with the game release then he went and deleted all the rpy's leaving only rpyc's and customgui is actually unused?
Just ignore this file. It is better if it remains as it is, because it is loaded with the compiler from the old version of RenPy and also does not contain some of the necessary information.
 

Madeddy

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Dec 17, 2017
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You're not good at decompiling. :BootyTime:...
For someone who did just take a surprise 6 week vacation from his UnRen job you're really cheeky like hell.
It was time you got back to work you script monkey! ;)

Did you make already some code from all the RenPy changes which affect unrpyc etc.?
 
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VepsrP

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For someone who did just take a surprise 6 week vacation from his UnRen job you're really cheeky like hell.
It was time you got back to work you script monkey! ;)

Did you make already some code from all the RenPy changes which affect unrpyc etc.?
Nah, I've shelved this case, but maybe I'll get back to my attempts soon. But I found a way to unpack archives without having to calculate indexes and stuff on my own, I hope this will help with unpacking "Wife Hannah" for a long time. :HideThePain: In general, I was away for so long because I didn't receive notifications about new messages in the thread.:unsure: Only yesterday I saw that there are a whole bunch of problems.
 

Madeddy

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In general, I was away for so long because I didn't receive notifications about new messages in the thread.:unsure: Only yesterday I saw that there are a whole bunch of problems.
The same for me. Watching is ignored or you get no notices for some reason... Happens IMO when you look for a number of days not in a thread.
I've shelved this case...
Yeah, likewise. I see also no reason to look into it before they release the new RenPy. In the end we do the work again if they change even more.

p.s. I noticed all changes of this year on UnRen are not gone to your github... Any reason?
 
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VepsrP

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The same for me. Watching is ignored or you get no notices for some reason... Happens IMO when you look for a number of days not in a thread.

Yeah, likewise. I see also no reason to look into it before they release the new RenPy. In the end we do the work again if they change even more.

p.s. I noticed all changes of this year on UnRen are not gone to your github... Any reason?
I can only say about the latest updates. I did them on a reinstalled system, I haven't set up git yet.
 

Rich

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So, here's an enhancement suggestion. Currently, the "extract" (and, of course, the "extract and decompile") options automatically do ALL the .rpa files. When I'm poking around, frequently I really only want to extract and decompile the scripts. I'd rather just leave the images and other stuff alone. Obviously, if it's one big archive.rpa, that'd be hard, but many games do images, scripts and other stuff separately.

Right now, if there's a scripts.rpa and all I want is to do that one, what I have to do is to move all the other .rpa files somewhere else, use UnRen, and then put those files back. It'd be nice if there was a way to choose which files to operate on. This might be part of "Extract and Decompile" - if you're doing that, it's possible that all you care about is the scripts.

Just my $0.02 worth on a very nice tool.
 
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Madeddy

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When I'm poking around, frequently I really only want to extract and decompile the scripts. I'd rather just leave the images and other stuff alone.
I agree. :unsure: Actually i also did have a similar thought sometime two years back or so because of modders needs.
I think a simple submenu with choices what exactly to unpack from the RPA files would do the trick...?
e.g.:
Choose the number of what you want to unpack from the archives:
  1. Scripts
  2. Images
  3. Video
  4. Audio
  5. All

VepsrP could in his GUI version even do a function with tick-boxes or like this. Perhaps this could save us even the "Unpack and decompile" option.
Just my $0.02 worth ...
Not at all. I, for one, appreciate sharing ideas, even if I end up disagreeing. You never know where it will lead.

Greets
 

VepsrP

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Dec 13, 2017
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So, here's an enhancement suggestion. Currently, the "extract" (and, of course, the "extract and decompile") options automatically do ALL the .rpa files. When I'm poking around, frequently I really only want to extract and decompile the scripts. I'd rather just leave the images and other stuff alone. Obviously, if it's one big archive.rpa, that'd be hard, but many games do images, scripts and other stuff separately.

Right now, if there's a scripts.rpa and all I want is to do that one, what I have to do is to move all the other .rpa files somewhere else, use UnRen, and then put those files back. It'd be nice if there was a way to choose which files to operate on. This might be part of "Extract and Decompile" - if you're doing that, it's possible that all you care about is the scripts.

Just my $0.02 worth on a very nice tool.
With the way the script works now, this is not possible. The python script searches for archives, and bash only passes the path to the "game" folder. As for entering the name of the archive through console, I definitely don't want to deal with this anymore on bash, last time I almost burned out while solving all the problems related to this. :HideThePain: Unless all users switch to the PowerShell version and I don't have to suffer anymore. In the meantime, I prefer the same functionality on different versions of the tool.
 

Madeddy

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...
I definitely don't want to deal with this anymore on bash, last time I almost burned out while solving all the problems related to this. :HideThePain: Unless all users switch to the PowerShell version and I don't have to suffer anymore...
I thought in the past already you have too much versions. I would just focus on one of them and be done. :coffee: Just use the one which is most compatible, stable and maintainable for you.

7.4.10
SLDisplayable object has None type keyword. :HideThePain:
I noticed and wondered... A custom type from the dev with rule breaking characteristics? i mean:
AttributeError: 'NoneType' object has no attribute 'linenumber'
A "ast" element shouldn't be like this.
Oh, you're fast. Good job! (y)
 
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VepsrP

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I noticed and wondered... A custom type from the dev with rule breaking characteristics? i mean:
AttributeError: 'NoneType' object has no attribute 'linenumber'
A "ast" element shouldn't be like this.
Yeah, custom code from dev in the screen or gui - pain in the ass. :HideThePain:
In fact, I just threw this element out of processing through checking for NoneType. Since the game started, I decided that this was enough, but perhaps it should be handled in some other way :unsure:
 

Madeddy

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In fact, I just threw this element out of processing through checking for NoneType.
I thought about this some and wondered why we get this error... Why is ist "nothing" for this node? Maybe the problem to have "NoneType" is at a earlier point in the decompilation process to find:
Could it be, because it is a "custom user defined displayable" unrpyc cannot find the type in his current code and as a fallback (accidential or by choice?) it gets no type attached? Then the node makes it somehow to the point where it finally errors like seen(...no linenumber)? If so, then maybe this "unidentified" displayables could get a random type/name assigned, so this does not happen anymore.

Greets
 
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