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
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
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
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
english (plus extra characters because there's some danish and german in there), hindi, traditional chinese, russian, and probably several more I'm forgetting
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?
it keeps the list of fate-moments in a CSV file. Interesting. the column headings are: "id, r, die,pull, music, clear, keep, fog, loc,corpse, skel,shadows,prune,unlock"