doodle of bee from ex and bee because I opened CSP 3hrs ago expecting to draw and then proceeded to do nothing
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doodle of bee from ex and bee because I opened CSP 3hrs ago expecting to draw and then proceeded to do nothing

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How To Merge XNB Mods
DISCLAIMER: I assume you have some experience in Graphics editing for this Tutorial I won't be explaining how to use an editing software.
If you're a newbie at modding here is yet another tutorial for you, It may seem very intimidating but it's honestly very simple (*´ω`*) sorry for the long post you may need to get yourself a cup of coffee for this.
I'll be using my "お茶Mi's Victorian interior inspired by eemie" and "Classy new interior by Eemiestardew" as an example since this was highly requested, but this can be done with all tilesheets/spritesheet.
First, you must have a Graphics Editor that has a transparent background ex: (GIMP, Photoshop, Paint.NET, Paint tool SAI w/ transparent bg mod ) then Download the XNB Extract Toolkit HERE
depending on your system ex: (Windows or Linux/Mac) Linux/Mac users may need to install Wine to run Window programs since I'm a Window user I don't have any knowledge of Linux/Mac systems so any help is greatly appreciated.
Alright now extract the "XNB Extract Toolkit" onto your desktop or anywhere Okay we have to unpack the .xnb files so place the xnb(s) into the Packed folder then double-click the UnpackFiles.bat
once it's done the png(s) along with the .yaml(s) should be placed into your Unpacked folder don't touch the .yaml file(s) you're going to need it to repack your png'(s)
Now open your png(s) with a Graphics Editor I'll be using Photoshop CS2 for example
this can be a bit tricky but simple once you get used to it. starting with Eemiestardew's furniture I select and copy the whole thing into my furniture .png OR you can just select a few things from the set and paste into one .png file.
Your png(s) must be in layers, you can also make a white background layer to help you see the shadows.
Now for the time-consuming part... select each sprite(s) from one spritesheet that you want to keep I'll do the couch from my furniture set first, once you have done this with all of the textures you want "Inverse" selection and clear (delete) the rest.
Lower the "Opacity" of one of the png to at least 30% - 50% and delete the sprite(s) underneath, repeat this for all of the sprite(s) you want to keep.
Don’t forget to double check for loose textures, when you are done set back the bottom layer "Opacity" to 100%, delete the background and merge the layers(s) together then save. (Make sure the background is transparent or you will end up with white outlines...)
It's time to pack it up place the edited .png(s) including the .yaml(s) into your Unpacked folder and then double-click the PackFiles.bat
Congratulations you're done~!
I hope this covers everything if you're still having problems just message me. I'm not much help for Linux/Mac users sorry. ;v;
Credits to @aestheticvalley for her beautiful Classy new interior mod
Has anyone gone into the Stardew Valley XNB files for modding purposes? I’m trying to find a few particular graphics.
i can confirm squirrel’s sticker deal isn’t about power. she commented one on my wall before i was a helper, and she didn’t even follow me. say what you will about her but the sticker thing is just something she does to make people feel welcome and included. also calling people’s art trash on here is petty and rude, please stop (this is jayhearts tumblr acc hi guys)
pride art anon owes me 2000 dollars paypal for making me see that during trans awareness week

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just kidding hes amazing and deserves the world
shrimp is a nerd :/
Don't we love it when the format you are trying to parse is outdated[1] (awww) but there is an entire pdf explaining it (hooray), which it does well until you get to the section where it says
If the file is compressed (flag bit 0x80 is set), data from this point on is packed using the Xbox XMemCompress API
and there is not a single other mention of what this means (awww). Luckily there are some reference implementations out there (yay), which however mostly either do not handle compressed data, or just dynamically load some windows specific compression library (aww).
In the end it turned out to be just XNA with some bytes prefixed describing sizes... for which libraries totally exist!!! Without! having to dynamically load some windows api.
...what a roller coaster of bytes for my sanity
(tbf getting more sleep prior would probably have helped with finding the relevant information instead of trying to ghidra reverse engineer windows dlls, but oh well) [1] also not quite as outdated as initially thougt Shoutout to this guy who reimplemented EVERYTHING manually INCLUDING THE WHOLE XNA COMPRESSION