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Textractor (a.k.a. NextHooker) is an open-source x86/x64 video game text hooker for Windows 7+ (and Wine) based off of ITHVNR.
Watch the tutorial video for a quick rundown on using it.
Official stable releases of Textractor can be found here.
The last release of ITHVNR can be found here.
Experimental builds of Textractor (with debug info) from the latest source can be found here in the 'Artifacts' section of each job.
- Highly extensible and customizable
- Auto hook many game engines (including some not supported by VNR!)
- Hook text using /H "hook" codes (most AGTH codes supported)
- Automatically search for possible hook codes
Let me know of any bugs, games that Textractor has trouble hooking, feature requests, or other suggestions by posting an issue.
If you have trouble hooking a game, please show me a way to freely download it or gift it to me on Steam.
See my Example Extension project to see how to build an extension.
See the extensions folder for examples of what extensions can do.
All contributions are appreciated! Please email me at akashmozumdar@gmail.com if you have any questions about the codebase.
You should use the standard process of making a pull request (fork, branch, commit changes, make PR from your branch to my master).
Contributing a translation is easy: text.cpp contains all of the text strings that you need to translate. Translations of this README or the tutorial video transcript are also welcome.
Before compiling Textractor, you need Qt version 5.13 and Visual Studio with CMake support.
Clone Textractor's source and initialize submodules with git clone https://github.com/Artikash/Textractor.git
and git submodule update --init
.
You should then be able to just open the source folder in Visual Studio and build.
The host injects texthook into the target process and connects to it via 2 pipe files.
texthook waits for the pipe to be connected, then injects a few instructions into any text outputting functions (e.g. TextOut, GetGlyphOutline) that cause their input to be sent through the pipe.
Additional information about hooks is exchanged via shared memory.
The text that the host receives through the pipe is then processed a little before being dispatched back to the GUI.
Finally, the GUI dispatches the text to extensions before displaying it.