I would like to know how you were able to do something like this? I would like to see if this is possible for the Gregory Horror Show game
Consult the G-MODE 37 github repo for my notes, but they may not necessarily apply to that game. What number is that one? I'll have a look at it.
Nevermind it's actually quite simple:
You'll need UABEA, Hexinator and MetaDataStringEditor (github), two main files you wanna concern yourself with are in Data\StreamingAssets: file and scratchpad, extract the contents of those with UABEA, and Data\Managed\Metadata\global-metadata.dat
chip.dat -> first two bytes are size of image, followed by gif image, so just adjust file size when putting the modified image back.
gregory_img.dat -> same thing
scen.jah -> same thing (use hexinator to copy GIF raw bytes to a separate file and save them as .gif, so you can edit in photoshop/gimp/whatever)
map.jah -> open with hexinator, set encoding to Shift-JIS, that's one text file you'll have to translate, seems like there is a 4 byte separator between lines (81 E6 0D 0A) but nothing appears to be indicating length so you should be safe to replace with whatever length (respectful to size limitation in game for text boxes)
str.bin -> open with hexinator, encoding Shift-JIS, your other text file, lines are separated by 0D 0A but can be safely replaced with whatever length works best in game
global-metadata.dat -> open with MetaDataStringEditor, check for text that appears in game but isn't covered by your two text files, sometimes there will be in-game text that appears in this file and can be edited with minimal hassle (consult my G-MODE 37 github notes for English translation of the software)
Good luck!