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G1 - Dumping & Full Dump
Updated 2 weeks agoDumping & Full Dump
Reference. Everything about exporting the game's assets to disk: the per-scene toggle, the full-game dump, where files land, and the integrity guarantee behind all of it.
Dumps are templates, not content. Stitchwork never loads from
Dumps/ — it's the reference library you copy from when starting an edit.
The Pack Doctor also uses your dumps as ground truth to catch name typos
in packs.
The integrity guarantee
Dumps always export the game's original art, even while packs or your own working-folder edits are active. tk2d dumps read the vanilla atlas backup; T2D dumps use the captured pre-swap pixels; text dumps read the game's own strings past any override. You never have to disable your packs to get a clean dump.
The controls (Dev Hub → Debug tab)
| Control | What it does |
|---|---|
| Dump sprites on scene load (toggle) | Every scene you enter dumps its sprites to Dumps/. Slows scene loads noticeably — leave OFF during normal play. |
| Dump Text Now (button) | Exports every text sheet in every language to TextDumps/, once, immediately. |
| Full Dump (button, confirm-armed) | Walks every scene in the game, dumping as it goes. Requires the sprite-dump toggle ON. Ends your play session — save first. |
Per-sprite and per-atlas dumping also lives where you browse: the Animation console's Edit / Ready All buttons and the T2D browser's Dump Atlas / Dump All Sprites / Dump Sprite row (B2).
Full dump, what to expect
- A progress bar appears top-center: scene counter, elapsed minutes, and the current scene name. The per-scene work is synchronous, so the game freezes hard between updates — the counter advancing is the "working, not hung" signal. A full run is many minutes and several gigabytes of PNGs.
- Run it in a save you don't mind abandoning; when it finishes, the log prints the total and the output folder. Quit to menu or restart afterwards — the session has visited every scene in the game and is not in a state worth continuing.
- An optional keybind exists (
FullDumpKey, unbound by default) but the Debug-tab button with its confirm step is the intended way in.
Where files land
BepInEx/plugins/StitchworkRoot/Stitchwork/
Dumps/
{Collection}/{Material}/{Sprite}.png ← tk2d frames
T2D/{AtlasName}/{Sprite}.png ← T2D atlas sprites
T2D/{AtlasName}/_atlas_{W}x{H}.png ← full T2D atlases
T2D/_standalone/{Texture}.png ← textures with no sprite wrapper
T2D/{Texture}.png ← non-atlas textures (flat)
TextDumps/
{Sheet}/{LANG}.yml ← every string, every language
The dump tree deliberately mirrors the load tree: copy a file from
Dumps/... to the matching spot under Sprites/ (or Spritesheets/,
paths reference) and it loads. Don't ship Dumps/
inside a pack — the Pack Doctor flags it as debris.
Pages
- A-0 Wikis
- A1 - Getting Started
- A2 - Installing Packs
- A3 - The Pack Manager
- A4 - How Stitchwork Works
- A5 - When Something Looks Wrong
- AEx1 - Conditional Activation
- B0 - Choosing a Workflow
- B1 - Starting a Skin Pack
- B2 - Finding Any Sprite
- B3 - Porting Prior Work — Spritesheets & CKC
- B4 - Texture2D (T2D) Sprites
- B5 - Bigger Art — Anchors
- B6 - Animation Canvas Workflow
- B7 - Sprite Paths Reference
- B8 - The Animation Controller
- BEx1 - Reused frames — one sprite, many animations
- BEx2 - Instance-specific paths — same name, different art
- BEx3 - Appliqué: Per-Clip Art
- C1 - Text & Dialogue
- D1 - Audio
- E1 - Video
- F1 - Priority & Conflicts
- F2 - Distributing Your Pack
- G1 - Dumping & Full Dump
- G2 - Companion Mods
- G3 - Hotkeys
- G4 - Pack Folder Structure
- G5 - Testing With Savestates (DebugMod)
- G6 - Troubleshooting