what?

Return of the Obra Dinn saves your game as .txt files
containing XML
which contain a date and a <data> element that's a base64 encoded string.

that sounds like binary with extra steps
I'm trying to Death Generator this game but Lucas Pope is known for two things:
1. really neat games
2. caching all his rendered text
this means that if a game has a message box that says "Hello World!" and you memory edit it to read "Cat Sauce" and re-trigger the message box, you still see "Hello World!" because it's still caching the rendered text
oh
I was worried this game had dynamic justification
but no, it's just that I can't spell.
there's only two Rs in "terrible"
the good news is that I can quit to the menu and re-load the save and it empties the cache
the bad news is that automating this is not going to be easy. this game has its own mouse controls, meaning I can't use absolution positioning
absolute positioning, I mean.
ahh, there's keyboard controls. so this is doable.
There's still a nasty memory-search in there, but I'll manage
okay got it doing a full reset.
the best part is that if I set it up slightly too slow, it accidentally clicks quit instead of begin, and the game closes, and I have to set up the IDs and pointers again
I'm not sure I've ever gotten memory searching to work
got it. the problem was, as always, memory protection
well, that didn't last long. I was trying to skip some steps and figure out what unicode regions are supported by this font, and instead it just hung my extractor
I'll just extract all of unicode!
at 11 seconds a character, that'll take about... 19 days?

there's apparently a timing bug in my script which means that sometimes instead of quitting, it tries to turn down the volume.

this is less than useful

it turned out to be because minecraft was crashing slowly in a multithreaded manner
this is one of the worst ideas for a game to extract to put in the death generator
it has, like, 7 different character sets in it?
english (plus extra characters because there's some danish and german in there), hindi, traditional chinese, russian, and probably several more I'm forgetting
frankly I'm lucky this game didn't just invent its own conlang and stick the alphabet up in the private use area somewher

also every time it renders text it looks different.

literally every time.
there are randomly missing pixels. this is intentional and part of the game's aesthetic

I have now crashed two asset extractors
interesting discovery: although the game is monochrome, the textures aren't. They seem to be mostly red/pink, with some green used.
The monochrome stuff seems to be done in a shader, but I'm wondering if the colors in the textures are being used for some in-game use?

@foone yep. Lots of tricks being done to obtain the final 1 bit look of the game.

I believe red channel = the base texture, green = painted in lighting to ensure important parts are visible even if they're fully in shadow.

@bgolus ooh, nice! I had done some searching to see if anyone had figured out what the game looks like without the 1bit/dither shaders, but couldn't find anything
@foone Pope did a dev blog on tigforums in which he detailed how most of it works.