I notice in the trunk that there are plugins for Professor Layton and the Last Specter, but all is in source code. I can't compile worth anything, I was wondering how to utilize the DARC unpacker properly? Or is that not implemented yet?
When you open external files, the change is automatic, it means that if you pack the NARC file again it will be change your original file automatic.How do we save modified file? "Save ROM" & "pack" buttons both inactive:
If you want to compile only one plugin and it's the first time, first you have to compile the solution "PluginInterface".I notice in the trunk that there are plugins for Professor Layton and the Last Specter, but all is in source code. I can't compile worth anything, I was wondering how to utilize the DARC unpacker properly? Or is that not implemented yet?
When you open external files, the change is automatic, it means that if you pack the NARC file again it will be change your original file automatic.
So doing it these would be the steps:When you open external files, the change is automatic, it means that if you pack the NARC file again it will be change your original file automatic.
Maybe I misunderstood, but when I open .bin (.narc, or whatever), then import new image (and see, that it was changed in preview window) - there are any "save"-like button to press.
OK - I close Tinke, then open it again, open this modified .bin file again - and see, that there are no changes. I see original, unchanged picture.
I don't repack my .bin in Tinke.
It was previously LZ-unpacked by another great tool (LZ77Restructor 2 - http://www.magicteam...p?page=programs), and will be LZ-packed back with the same tool (after editing it in Tinke or in CT2 or elsewhere).
It would be nice to have something like "save changes" button. (or make "save ROM" button play such role and make it always active (where "ROM" means any file, opened in Tinke).
Yeah I know, to see it with the full size you have to do double click the image and a new window will show it properly .Hi pleonex.
A little feedback.
Your image canvas is too small on some sprites.
See this screenshot of the same image with your tool and mine.
Yeah my plane can fly because it has full wings.
I personnaly use the full coods allowed by OAMS (x 0 to 511 and y 0 to 256).
I solve a bug too since the last version, so it might work, feel free to test again.
If it doens't wok, I may update it to be compliant with all ncers
{
if (gameCode == "BEBJ" || gameCode == "BOEJ" || gameCode == "BEEJ")
return true;
return false;
}
Yes, I added it, and if you added to this "if" another gameCode it will load the other roms, ie: if the gameCode of the EU version is BUUJ (I don't know it) the if will be:I've been testing Tinke again with other versions of Inazuma Eleven, and it seems that it doesn't work for the EU versions, Spark (and possibly Bomber? I don't have a ROM for this to test atm).
I also noticed this when I was looking at the code found at your site:
Code:{ if (gameCode == "BEBJ" || gameCode == "BOEJ" || gameCode == "BEEJ") return true; return false; }
I think you added the code for the Jap version after you showed this to me but I could be wrong...? xD; But I don't have any knowlege at compiling things even if I did figure out where to add the Game Codes for the Inazuma plugin. But take your time on this, it's not really that much of a big deal... xD;;
if (gameCode == "BEBJ" || gameCode == "BOEJ" || gameCode == "BEEJ" || gameCode == "BUUJ")
return true;
return false;