

"I then went to work on expanding it to support saving changes back into resources.bin.

Next comes the good part-making it possible to modify those files and recompress them.

"Once I had figured out how the game stored all that data, I wrote a simple tool to decrypt/decompress data so I could analyze the format." "CT holds most of its assets in resources.bin, and they wrote a proprietary, 'poor man's encryption'-that is, it's nowhere near as secure/robust as a mainstream encryption method like AES or RSA, but it's also much faster," Lang told me. Once he worked his way into the encryption, Lang wrote CT_Explore, a tool to unpack the game's files.
-15.jpg)
"I bought the game on Steam and immediately dove into solving some of the problems." Those problems were well documented by indie developer Lars Doucet in his Gamasutra post Doing an HD Remake the Right Way: Chrono Trigger Edition, but Lang was quickly able to see the cause of those problems by decrypting Chrono Trigger's files. "A couple of my trusted Twitter contacts actually tagged me in some of their conversations/articles, since they remembered what I did for FFVI," Lang told me over chat on Monday. Turns out it really didn't take long to figure out what was wrong with Chrono Trigger. I'll be releasing an update to CT_Explore with modding capability, probably tomorrow." That was fast. Sunday night, just a few days after Chrono Trigger's release, he sent me a message: "Chrono Trigger modding is a thing now. When I saw him boot up Chrono Trigger on Steam, I knew he was assessing the case. That tool, FFVI_Explore, let other modders dig into the game's files, understand what was going on, and replace sprites and other assets to make the game look better. In 2016 I talked to modder Jed Lang, who wrote a tool for Square's similarly shoddy PC port of Final Fantasy VI.
