How to Fix a Pixelated Movie by Rianne Hill Soriano Updated September 22, 2017. Items you will need. This is similar to a mosaic effect applied to a video, where the footage becomes unclear and filled with small squares. How to Remove Mosaic from Video? Video Capture Software: Remove Motion Blur from Videos.
Welcome lads, and ladies (I know you're out there) to my own personal guide to taking blocks off of your fap material!
Before we begin, take a note that if you are looking to get into uncensoring games, there will be some software requirements.
I can also assume you are fairly familiar and comfortable with a computer.
This does not mean you need to be a tech wizard, but I'm not going to explain how to CTRL+C and CTRL+V.
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Update! Guide is getting big, time for some organization! ~Dec-2018
Post has been cleaned and some new information has been added! ~April 2019
Two new working methods have been added! ~May 2019
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Long story short, I've been on a crusade to uncensor some awesome games.Before we begin, take a note that if you are looking to get into uncensoring games, there will be some software requirements.
I can also assume you are fairly familiar and comfortable with a computer.
This does not mean you need to be a tech wizard, but I'm not going to explain how to CTRL+C and CTRL+V.
____________________________________________________________________________________________________
Update! Guide is getting big, time for some organization! ~Dec-2018
Post has been cleaned and some new information has been added! ~April 2019
Two new working methods have been added! ~May 2019
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I've spent hours lurking around on threads gathering this information. After I learned a few methods, I thought it would be a great idea to make a public guide for anyone to see. I've searched around and never found a guide anything like this one, so hopefully it gets some use.
Most of the best games in the business all share one common problem... they are Japanese.
This leads to two separate issues:
1: 99% of all games are censored.
- Sometimes everything is fully detailed, but still covered.
- Sometimes nothing is detailed, and some god like community member will need to create new textures.
(Some extreme cases, new meshes from scratch.)
2: 99% of all games do not support translations.
- Very rarely you will find translations built into the game.
- More than likely, you will have to deal with being clueless.
- Sometimes you can find a thread floating around where you can find translation support.
What does this guide cover?
- Modifying material assets
- Modifying shader assets
- Removing monoscript assets
- Replacing material assets
- Modifying texture assets
What does this guide NOT cover?
- Hex editing
- Assembly-CSharp editing
- 3D modeling to replace in-game assets
- Translating Unity games
What does this guide need?
- Hex editing (WIP)
- Assembly editing
- ??? Your ideas here
Bonus material for the guide!
- Editing the registry files (specific games)
Anyone who cares to submit their process of modifying assets / code are more than welcome to. Anything shared with my eyes will probably end up in this very guide. I am mostly interested in learning how to edit assembly files, but that does not set any standard to what I'm looking for. If you have some information, please do share it!
Unfortunately, I believe most Unity translations are carried out through more software, such as
This can be explored more on your own, but in my case it just lead to more headaches.
Last thing before we begin.
If you notice any blatant mistakes within this guide, or anything left in need of further explanation, feel free to send me a PM or leave a comment.
I can easily make a correction, or add information where it's needed.
( Post has been condensed with spoilers )
Noteworthy places to check for an existing uncensor
You must be registered to see the links
ManlyMarco's Patreon
(Mostly Koikatsu related, but has some other projects.)
Check here:
Unity Asset Bundle Extractor
From this point forward, you need to acquire Unity Asset Bundle Extractor, (UABE).
There is a
You must be registered to see the links
here about it, primary link is for v2.1, I'm currently using v2.2, but both should work.You can alternatively find it through Google, just make sure it's a reliable source such as GitHub.
Now that you have UABE, you are ready to get started! I'm going to share an example of a game that I have already removed the mosaic successfully.
If you are unsure of the game you are playing, check to see if there is already a demosaic shared. Scour some threads.
If there is already one made, there's hardly any point to do it yourself, unless you really want to learn.
So once you have your game which you want to demosaic, you are going to start by locating the game's data folder.
A typical Unity game folder will feature the following structure:
Game_Data
Game.exe
UnityPlayer.dll
etc...
You should find a file list such as, Managed, Mono, Resources, then a list of asset files.
If you see these files, you are in the right place. You just need to isolate the asset file which contains the mosaic.
This is where UABE comes into play.
Opening UABE, you need to click File > Open. Now just navigate to the folder which contains the asset files, and start with sharedassets0.assets.
After you select the file, you may be prompted with a window about 'type database', I usually just scroll down and select the latest, but I'm not really sure it matters.
*Edit*
I usually begin with resources.assets first. This asset file normally contains all the major assets and will reference the other asset files.
If you open resources.assets and make an edit, when you go to save the file it will automatically change it's filename to reflect the referenced asset that you modified. So don't change the name! Note that if you edit a whole bunch of data from resources.assets, sometimes you will end up saving multiple asset files in one batch, so don't be too quick to close UABE.
Once you have the asset info window open, simply sort the contents. Click on Name and Type to sort the contents. UABE has a funny way of working, so play with the organizers until it's easier to navigate for you.
UABE does feature a search function, however it's not very useful unless you know the exact asset name.
Eg, if you search, 'textpanel', it wouldn't find anything. You would have to search for 'H_TextPanel_ON' for a result.
Start by looking for the type, material. If you are lucky, the material you are looking for will literally be named 'mosaic'. Sometimes the developers get creative, or are just bad at English, and the file will called mozaic, or pixelate, among other names. Either way, you need to find the file that tells you 100% it is the mosaic. If there is no material, next you should check monoscripts. If you have not found a mosaic here or there, you need to try sharedassets1.assets, then 2, then 3, and so on...
If you do not find an asset which tells you with no shadow of a doubt that it is a mosaic, I'm afraid this guide will not help you from this point forward. You will likely need to edit the assembly dll to remove it, and that is a rabbit hole of it's own.
After you select the file, you may be prompted with a window about 'type database', I usually just scroll down and select the latest, but I'm not really sure it matters.
*Edit*
I usually begin with resources.assets first. This asset file normally contains all the major assets and will reference the other asset files.
If you open resources.assets and make an edit, when you go to save the file it will automatically change it's filename to reflect the referenced asset that you modified. So don't change the name! Note that if you edit a whole bunch of data from resources.assets, sometimes you will end up saving multiple asset files in one batch, so don't be too quick to close UABE.
Once you have the asset info window open, simply sort the contents. Click on Name and Type to sort the contents. UABE has a funny way of working, so play with the organizers until it's easier to navigate for you.
UABE does feature a search function, however it's not very useful unless you know the exact asset name.
Eg, if you search, 'textpanel', it wouldn't find anything. You would have to search for 'H_TextPanel_ON' for a result.
Start by looking for the type, material. If you are lucky, the material you are looking for will literally be named 'mosaic'. Sometimes the developers get creative, or are just bad at English, and the file will called mozaic, or pixelate, among other names. Either way, you need to find the file that tells you 100% it is the mosaic. If there is no material, next you should check monoscripts. If you have not found a mosaic here or there, you need to try sharedassets1.assets, then 2, then 3, and so on...
If you do not find an asset which tells you with no shadow of a doubt that it is a mosaic, I'm afraid this guide will not help you from this point forward. You will likely need to edit the assembly dll to remove it, and that is a rabbit hole of it's own.
Unity Asset Studio
The problem with editing textures begins with finding them. If they aren't named specifically, using UABE to export a raw image file for each texture could prove troublesome.
This program is not essential, but it is very helpful for exploring assets.
Note that neither of these programs replace each other, but rather compliment.
For example, the studio can locate, identify visually, and export texture assets. But it cannot import them after editing.
The studio will also tell you information about the file, this can include:
HxW
Compression format
...
Very useful for when you make edits, and import the raw file in as replacement.
I'm not 100% sure if UABE automatically carries over the same format of the original texture.
So this is a fool proof method of ensuring you import the same type of data.
To save myself the effort, I won't explain how to use it here. But it is definitely a powerful tool.
So far I believe you can preview almost everything in an asset file. Not sure what you can export, but you can definitely export textures.
You can also preview meshes and pan a camera around to see them. Pretty neat program.
* * * IMPORTANT * * *
Any and all cases below should requirethat you make abackupof the assets file BEFORE you edit anything. You don't have to, but if it's a big game, you probably won't want to redownload if you corrupt one asset file. Create a folder in the base game folder, and title it backup. Once you have found the asset file which contains your mosaic, copy and paste it to this folder before you edit it.
You could also take all of the major asset files, copy them to a backup folder, then compress them to ensure you can't overwrite them.
This will save space and keep you from making a mistake.
Material Mosaic Removal
So you have found a material that you can certainly identify as the mosaic.
In my case, it is 'MosaicField'.
On the right, you will see some options, view data, export raw, export dump...
Highlight the mosaic material, and click 'export dump'.
This will create a text file associated with the material.
Note: This method does not always work.
Unfortunately, some dump files will not have the line shown below. If this is the case, look to one of the next few spoilers for an alternative method.
You are looking for:
0 pair data
1 string first = '_BlockSize'
0 float second = 16.000000
If you do have this line, congratulations, you are a couple steps away from mosaic removal! (Hopefully)
All you must do, is change the number value below BlockSize to 1...
0 pair data
1 string first = '_BlockSize'
0 float second = 1.000000
Next you simply save the text file, and go back into UABE, and import the dump file.
You should see a * appear next to the material, showing you that this asset has been modified.
All you need to do now is save the asset file in the MAIN GAME folder, or desktop. Don't try to save it inside of the data folder, because UABE will not overwrite for you. Also make sure the asset file is the same name as the one you opened. Now you must close UABE, and move the new asset file into the data folder, which will overwrite the old one. Make sure you backed up in case this doesn't work. Voila! You have now effectively remove the mosaic! Enjoy
If you tried this method, and it did not work, it's likely an issue with the shader, so check out one of the other spoilers below.
In my case, it is 'MosaicField'.
On the right, you will see some options, view data, export raw, export dump...
Highlight the mosaic material, and click 'export dump'.
This will create a text file associated with the material.
Note: This method does not always work.
Unfortunately, some dump files will not have the line shown below. If this is the case, look to one of the next few spoilers for an alternative method.
You are looking for:
0 pair data
1 string first = '_BlockSize'
0 float second = 16.000000
If you do have this line, congratulations, you are a couple steps away from mosaic removal! (Hopefully)
All you must do, is change the number value below BlockSize to 1...
0 pair data
1 string first = '_BlockSize'
0 float second = 1.000000
Next you simply save the text file, and go back into UABE, and import the dump file.
You should see a * appear next to the material, showing you that this asset has been modified.
All you need to do now is save the asset file in the MAIN GAME folder, or desktop. Don't try to save it inside of the data folder, because UABE will not overwrite for you. Also make sure the asset file is the same name as the one you opened. Now you must close UABE, and move the new asset file into the data folder, which will overwrite the old one. Make sure you backed up in case this doesn't work. Voila! You have now effectively remove the mosaic! Enjoy
If you tried this method, and it did not work, it's likely an issue with the shader, so check out one of the other spoilers below.
If you are missing blocksize from your dump file, or changing it's value does nothing, this may be worth trying instead.
Credit due is to @nighthook, his post can be found at #77.
This method will closely follow the above method, but you will not be changing the '_BlockSize' values, if that line even exists.
Instead, what you will search for is '_CellSize', and adjusting the RED and GREEN value to exactly 1.17549435e-038.
I can assume this is a feature of Unity, being the 'lowest possible value.'
I'm not a tech guy, so I can't tell you much there, but according to the post, you only need to set R and G, and B / A need to be 0.
Once you have the edits made, save and import the dump. (You did back up the original asset right?)
Save the asset into the main directory, close UABE, then drag into the data folder to overwrite.
This method will closely follow the above method, but you will not be changing the '_BlockSize' values, if that line even exists.
Instead, what you will search for is '_CellSize', and adjusting the RED and GREEN value to exactly 1.17549435e-038.
I can assume this is a feature of Unity, being the 'lowest possible value.'
I'm not a tech guy, so I can't tell you much there, but according to the post, you only need to set R and G, and B / A need to be 0.
Once you have the edits made, save and import the dump. (You did back up the original asset right?)
Save the asset into the main directory, close UABE, then drag into the data folder to overwrite.
Shader Mosaic Removal
Again, credit due to @nighthook, post #77.
Here we have another method of the same task, except we will be editing the shader directly, instead of using the material being referenced.
This may prove effective if you have the right edits done to the material, but no results.
Start by locating your material file, and find the shader being referenced.
Should look something like this:
0 Material Base
1 string m_Name = 'Mosaic'
0 PPtr<Shader> m_Shader
0 int m_FileID = 0
0 SInt64 m_PathID = 2055
---------------------------^^^^ This is the number you are looking for.
Go back into UABE, and sort by PathID, and locate the shader, it's likely going to be unnamed.
Dump it. Then you will be searching for a line called 'colMask' and there will likely be multiple entries with this line.
Change them all to either 0 or 1, save and import.
Use Ctrl + F to quickly find the next line.
Once it says there is no more results, you are done.
Here we have another method of the same task, except we will be editing the shader directly, instead of using the material being referenced.
This may prove effective if you have the right edits done to the material, but no results.
Start by locating your material file, and find the shader being referenced.
Should look something like this:
0 Material Base
1 string m_Name = 'Mosaic'
0 PPtr<Shader> m_Shader
0 int m_FileID = 0
0 SInt64 m_PathID = 2055
---------------------------^^^^ This is the number you are looking for.
Go back into UABE, and sort by PathID, and locate the shader, it's likely going to be unnamed.
Dump it. Then you will be searching for a line called 'colMask' and there will likely be multiple entries with this line.
Change them all to either 0 or 1, save and import.
Use Ctrl + F to quickly find the next line.
Once it says there is no more results, you are done.
Literally the easiest method, this involves actually deleting the monoscript which renders the mosaic shader in-game. HOWEVER, this is not common, and usually ends up breaking the game. BUT, it has worked in the past on a couple games. So if the material method doesn't work, or you don't have a material mosaic, this should be the next go.
Again, BACK UP THE ASSET FILE!!!
Since you have isolated the monoscript which you are certain is the mosaic, all you need to do is simply highlight it, and click 'remove' on the right hand side of the window. You will be prompted with a warning window, but this doesn't matter because you backed up the original file. Now that the monoscript is gone, save the asset file with the same method as the material method, and overwrite.
Again, this method is more likely to break the game, and cause CTD. But it has worked, and is worth a shot if you have no other options.
Again, BACK UP THE ASSET FILE!!!
Since you have isolated the monoscript which you are certain is the mosaic, all you need to do is simply highlight it, and click 'remove' on the right hand side of the window. You will be prompted with a warning window, but this doesn't matter because you backed up the original file. Now that the monoscript is gone, save the asset file with the same method as the material method, and overwrite.
Again, this method is more likely to break the game, and cause CTD. But it has worked, and is worth a shot if you have no other options.
This is the method used to uncensor the latest version of. By no means do I expect this method to work on ANY other game, but perhaps it is worth a try. The problem with this method is the fact that you are changing the filesize of the material's data. I'm not sure how or why, but since it works what the hecc.
So first, you need to find the material inside of resources.assets (in this case) called Alpha, the Path ID is 13. Export the dump, and don't make any changes to it.
This is a material which is indicative by it's title, it's probably used as transparency.
Next you will need to find the material called MosaicField. And import the dump from the Alpha and overwrite the MosaicField.
Now that you have imported the Alpha dump, save the file as the original name to the base folder. Close UABE, and then overwrite the original file.
So first, you need to find the material inside of resources.assets (in this case) called Alpha, the Path ID is 13. Export the dump, and don't make any changes to it.
This is a material which is indicative by it's title, it's probably used as transparency.
Next you will need to find the material called MosaicField. And import the dump from the Alpha and overwrite the MosaicField.
Now that you have imported the Alpha dump, save the file as the original name to the base folder. Close UABE, and then overwrite the original file.
Texture Editing!
1. Texture Extracting
2. Texture Modifying
3. Texture Importing
As a modding method came to light, I thought I would share. This comes directly from modifying assets within, you can find my post about it in the thread somewhere.1. Texture Extracting
2. Texture Modifying
3. Texture Importing
*** See the new topic underneath UABE, there is another tool that makes the initial process much easier!
So here we go, this piece of the guide will be about extracting textures from the asset files, modifying them, and replacing the original. Again, we need UABE to do this, and a game with texture assets such as skin. I can't say with any certainty that all games will be set up like this one, but for this case it worked well.
In addition to UABE, you are also going to need to kick ms paint to the street, and say hello to The GIMP 2.0. I've been using gimp for all sorts of projects since my early teen days, it's fairly easy to use, it supports mip maps, and is an invaluable tool for this project. (It's also free and has community support for plugins and such.) If you try to use ms paint to edit high quality skin maps, good luck to you madame or sir. Alternatively, you can use any other advanced photo editing software of your choosing, such as photoshop.
If you run into textures which are in .dds format, you will also need a plugin for the gimp to support them.
Step one, locate the texture you want to modify. This may require some trial and error to find the right ones, but for the case presented the textures are clearly labeled as the body. It could also be in any number of the asset files, so look closely.
*** If you are using the studio, you can locate textures with a visual preview before using UABE.
To keep the guide short and sweet, I will only cover editing one texture. As you can see, there is a pretty fair number of textures here to edit. So if you're going for a batch run, grab a cup of coffee.
Highlight the asset you are going to modify. Next you will click the plugins button, and select .png, (you can totally use the .tga if you have an editor that supports it, but for sake of ease .png format is probably going to be easier.)
Next you just need to save the file to a location on your PC that you can remember.
Make sure you use the same filename, so in this case I would save it as CH01_body01H.
This make life easier.
You can leave UABE open while you make your modifications to the textures.
Next you simply open up the image in whatever editing software you choose, and make your adjustments. You can do a large number of things with the image. Brighten, darken, erase things, edit colors, go happy.
(The reason these textures were ever edited in the first place, is because after removing the mosaic from the game, the genital textures remaining were striped and blocky. Thus they were edited to remove the artifacts and replaced.)
Once you are satisfied with your work, (I did this masterpiece in paint lol,) go back into UABE, and select the same texture you are replacing. And once again click on plugins.
This time you will click on edit, which prompts you with a fancy box full of options.
1. Ensure the filename is the same.
2. Make sure mip-maps is selected.
3. Click load, and select the texture you edited.
4. DXT1 is compression method, it's probably safe to leave it on whatever is already selected.
5. Once you click OK, you will get a new box for quality. This I am less familiar with, and I would just leave it on normal.
Not all textures will have mip-maps, but in the case of high quality images you are more likely to see them. Mip-maps are sort of a tool for optimizing how textures appear in a game. In a nut shell, mip-maps create low resolution duplicates of the same image for when the game camera is further away. While retaining high quality when the camera is up close.
First, you should know what compressed textures do for your system. When a game loads an image, it must pass through the GPU to be rendered. If you have a 10mb raw image file, that's 10mb of graphics memory used. If you pass a compressed image through with the same quality, you could change 10mb to +/- 5mb which effectively reduces the load on the GPU.
DXT1 format compresses textures to 4 bits per pixel.
Does not support alpha channels.
DXT5 format compresses textures to 8 bits per pixel.
4 and 5 support alpha channels.
Games running on DX11 can use BC7 for even better compression.
(BC = block compression, it's fairly synonymous with DXT#.)
BC4+ should really only be used when you have an alpha channel in your image data. This is especially useful when you combine your specular maps to the alpha channel with the r-g-b channel. Specular maps which are compressed separate from the normal map can result in image artifacts.
When using DXT1 for a normal map, the quality can and will take a hit. However, the higher the resolution of the raw image, the less noticeable the loss is when you consider the gain of performance.
If this topic interests you, feel free to continue your own research into it. Some people seem to argue between BC1 and BC5 being better or worse. Personally I would say to try both and see which behaves the nicest.
DXT1 format compresses textures to 4 bits per pixel.
Does not support alpha channels.
DXT5 format compresses textures to 8 bits per pixel.
4 and 5 support alpha channels.
Games running on DX11 can use BC7 for even better compression.
(BC = block compression, it's fairly synonymous with DXT#.)
BC4+ should really only be used when you have an alpha channel in your image data. This is especially useful when you combine your specular maps to the alpha channel with the r-g-b channel. Specular maps which are compressed separate from the normal map can result in image artifacts.
When using DXT1 for a normal map, the quality can and will take a hit. However, the higher the resolution of the raw image, the less noticeable the loss is when you consider the gain of performance.
If this topic interests you, feel free to continue your own research into it. Some people seem to argue between BC1 and BC5 being better or worse. Personally I would say to try both and see which behaves the nicest.
After clicking OK for the final time, you should see an * appear to indicate the texture has been modified.
Now all you need to do, similar to the other methods above, is to save the asset file (make sure it's the same name, in this case it's sharedassets1.asset) outside of the data folder. Now that you have your asset saved, close UABE, and move it to the data folder to overwrite the original. (Assuming you made a backup, right?)
Last thing to do is check the results in game, and see how they look. You can repeat this process as many times as you want, and modify the same textures that are already edited.
Texture Modifying
(using the studio)
(guide slightly reworked to accommodate)
May end up replacing the above version^
WIP
Having trouble making this method work with other games.
Until I figure out how to modify more than one game, I'm going to wait.
Mini update:
Thought I had finally found a good game to test texture modding. I spent nearly five hours tooling away at some censors for a 2D game which has a 'flash game' style. (It is a unity game which does not have any shader mosaic, the textures contain the censoring.) A lot of that time was spent digging through 40+ asset files to extract every image that needed to be uncensored. To anyone who is interested in this part of the guide, you better have some serious patience. Even while using the studio, this took a few hours just because of the number of asset files. Fortunately everything I needed had a similar file name, eg, 'CG01'. For a data folder with less asset files, you may spend just as much time depending on how the developer organizes their file structure. Essentially, you could find a game with only two assets, but they're both absolutely crammed with thousands of files which makes searching for one thing much harder.
So all said and done, I was happy with the work I had done to replace the blocky butcher work of a mosaic filter.
This is when I realized that UABE cannot extract the same images from the assets, I used the studio to extract them originally. Something is also going very wrong while I'm importing the edited images. In game the textures appear completely gray. I've tried a few different methods now and every attempt yields grayed out textures.
UABE automatically sets a bunch of the options while importing such as compression type, filtering, mip map bias, et cetera...
The studio will display a small box of details about the image while viewing the preview.
What UABE says about the image file is actually different than what the studio says.
So at this moment I do not trust UABE to automatically select the correct format.
I think this is what my problem stems from.
It's also possible that PNG is not the original format the dev used. I believe the studio is only capable of exporting as a png. And what's interesting is after importing my edits, the studio can no longer preview the image in the edited asset.
So I've got some trouble revolving around texture mods, and it may be some time before this guide gets a rework of texture modding.
Wanted to leave a little taste of why.
So all said and done, I was happy with the work I had done to replace the blocky butcher work of a mosaic filter.
This is when I realized that UABE cannot extract the same images from the assets, I used the studio to extract them originally. Something is also going very wrong while I'm importing the edited images. In game the textures appear completely gray. I've tried a few different methods now and every attempt yields grayed out textures.
UABE automatically sets a bunch of the options while importing such as compression type, filtering, mip map bias, et cetera...
The studio will display a small box of details about the image while viewing the preview.
What UABE says about the image file is actually different than what the studio says.
So at this moment I do not trust UABE to automatically select the correct format.
I think this is what my problem stems from.
It's also possible that PNG is not the original format the dev used. I believe the studio is only capable of exporting as a png. And what's interesting is after importing my edits, the studio can no longer preview the image in the edited asset.
So I've got some trouble revolving around texture mods, and it may be some time before this guide gets a rework of texture modding.
Wanted to leave a little taste of why.
Success?
See post on Daminz 'Sexaloid' game.
I was able to remove the pubic hair from the female model, and add detail to the nipples.
Minor work, but still noteworthy for this guide.
I have to wonder if some games just don't like being modded
Registry Edit Mosaic
Note: This is a rare case, but is potentially useful
Note: This is a rare case, but is potentially useful
Again, noted in the bullet point, this method has only been used for a single game in my history. The game in question is made by CherryGirls, so perhaps the same method can be used for all of the games produced by them. The game is running on Unity, so it only makes sense to add it here.
You'll want to take care with the use of regedit. If you do something you shouldn't in this program, you can probably brick your computer. So please don't go crazy with editing anything other than what you see in this guide. Eg, if someone tells you to delete system32, you SHOULD know that will destroy your computer. Same rule applies here, don't go deleting things left and right. Disclaimer over.
So what is regedit? ()
'In simple terms, the registry or Windows Registry contains information, settings, options, and other values for programs and hardware installed on all versions of Microsoft Windows operating systems. For example, when a program is installed, a new subkey containing settings such as a program's location, its version, and how to start the program, are all added to the Windows Registry.'
Now that you know what it is, let's get on with the how to.
Locate the Windows icon in the corner of your screen, and right click it to bring up a prompt menu. I'm using Windows 8.1, Windows 10 should also have this function. But for older systems, I believe left clicking the icon should bring up the list of programs.
Alternatively, you can press the 'Windows key + R' on your keyboard as a shortcut.
Once you have the run dialogue box open, you simply type 'regedit' in the prompt.
This should take a second, while an administrative warning message will appear, which you should say yes to.
Next you need to browse to the following path:
HKEY_CURRENT_USER
Software
(Game)
The game you're looking for will either be labeled by the creator, or by the name of the game itself. Usually it's the creator.
Once you have isolated the game you are after, click on the folder to open up the registries.
In this specific case, we have a registry which is clearly labeled as 'Mosaiku_h' which is the mosaic used to censor this game.
All you need to do, is right click > modify > change 1 to 0 > click okay.
That's it! The uncensor for this game was that easy.
But wait, there's more!
Regedit can often be used to modify savegame values as well.
One particular game, known as RabbitBurn, contains the clear stage data within it's registry. Effectively, you can beat the entire game and unlock it's content within five minutes.
Once again, don't modify anything if you aren't 100% sure what the effect will be.
You'll want to take care with the use of regedit. If you do something you shouldn't in this program, you can probably brick your computer. So please don't go crazy with editing anything other than what you see in this guide. Eg, if someone tells you to delete system32, you SHOULD know that will destroy your computer. Same rule applies here, don't go deleting things left and right. Disclaimer over.
So what is regedit? ()
'In simple terms, the registry or Windows Registry contains information, settings, options, and other values for programs and hardware installed on all versions of Microsoft Windows operating systems. For example, when a program is installed, a new subkey containing settings such as a program's location, its version, and how to start the program, are all added to the Windows Registry.'
Now that you know what it is, let's get on with the how to.
Locate the Windows icon in the corner of your screen, and right click it to bring up a prompt menu. I'm using Windows 8.1, Windows 10 should also have this function. But for older systems, I believe left clicking the icon should bring up the list of programs.
Alternatively, you can press the 'Windows key + R' on your keyboard as a shortcut.
Once you have the run dialogue box open, you simply type 'regedit' in the prompt.
This should take a second, while an administrative warning message will appear, which you should say yes to.
Next you need to browse to the following path:
HKEY_CURRENT_USER
Software
(Game)
The game you're looking for will either be labeled by the creator, or by the name of the game itself. Usually it's the creator.
Once you have isolated the game you are after, click on the folder to open up the registries.
In this specific case, we have a registry which is clearly labeled as 'Mosaiku_h' which is the mosaic used to censor this game.
All you need to do, is right click > modify > change 1 to 0 > click okay.
That's it! The uncensor for this game was that easy.
But wait, there's more!
Regedit can often be used to modify savegame values as well.
One particular game, known as RabbitBurn, contains the clear stage data within it's registry. Effectively, you can beat the entire game and unlock it's content within five minutes.
Once again, don't modify anything if you aren't 100% sure what the effect will be.
Thank you for visiting my guide, and I hope you learned something new while you were here.