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Tinke 0.7.2

, New rom hacking tool (Go to first unread post)
Diabolos Post #211 Posted 03 February 2012 - 12:55 PM

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View Postpleonex, on 03 February 2012 - 12:53 PM, said:

View PostDiabolos, on 03 February 2012 - 02:40 AM, said:

Your welcome. I want to do a graphic editor, and if possible, something to edit it's system. For example, to create new bosses or change movesets. IF possible.
-Diabolos

Ok, this is the other main use of the program, create hack roms (as you can see in the title of this forum). To do this you must know very good what does each file (if it contains the movesets, the bosses...) you must investigate the rom. Now i'm busy but if you have any dude you can ask me by PM or email.

I know, I just didn't know that much about this Tinke yet. Thanks! ^.^



iSubaru Post #212 Posted 03 February 2012 - 02:15 PM

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Hmm so let's say I can extract some sounds, change them and pack them back to ROM? It would be very helpful in some cases, especially the EXE 5 one to not move all the offsets (trimming <_<) because PROBABLY because of the old method I can't run it anymore on latest FileTrip Download Link AKAIO :(

EDIT #1
Also it's good to hear there is support for Mono users :)

Edited by iSubaru, 03 February 2012 - 02:23 PM.


Kuroko Shirai Post #213 Posted 04 February 2012 - 08:54 PM

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View Postpleonex, on 28 January 2012 - 07:41 PM, said:

Hehe, I know now why it wasn't working for you: we don't have the same game, because I have IE2 blizzard and you IE2 fire. It's just a little thing what I had to change, try with this version:
http://dl.dropbox.co...e/INAZUMA11.dll


Thanks so much for doing this... xD;; I really think this tool is already great for just being able to view images and sprites in the ROMs (an awesome tool for sprite ripping)... I have yet to try the sounds for IE... until then, this should be enough.


jjjewel Post #214 Posted 05 February 2012 - 10:52 AM

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View Postpleonex, on 03 February 2012 - 12:53 PM, said:

View PostAnton299, on 03 February 2012 - 07:40 AM, said:

Tried this version.
Well, maybe it's not funny already, but... still "Out of Memory" error :)
While importing just exported picture, or 256 color, or RGB color, or png images...

However, I tried to save bmp as 4 bit color - in this case I got another error (NOT "out of memory") while importing it:

Posted Image

:unsure:

Mmm... This is starting to be funny... :), I have another idea to fix it, I will try it this night.


Got the exact same error when I tried rev129. It tried importing images a few times and the number xx of the tmpxx.tmp kept increasing but it always showed error message.


Kuroko Shirai Post #215 Posted 07 February 2012 - 12:03 AM

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Hi again... I was wondering if there's a way I could edit the .dll itself for the Inazuma plug-in so I wouldn't have to bother you so much... if not, well, I want to experiment with the Japanese version of the very first IE1 game (YEEJ). I know it has graphics different from the next versions, but when I get to the pkb files and hit extract, I just get another folder which I can't extract.

Also, I still haven't found those cut-scenes for the other versions... when I unpack those .SPF_ files, I get a message that uncompression is unsuccessful... maybe they're not compressed files after all? o_O

--

On the other hand, I tried this program with Prof Layton and the Last Specter... I'm quite interested to see how well this works with London Life's files, but some files seem to be compressed... damn. I was only able to view images for the screen that tells you to put away the stylus and some parts of the title screen.


rastsan Post #216 Posted 07 February 2012 - 12:56 AM

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never mind

Edited by rastsan, 07 February 2012 - 03:59 AM.


pleonex Post #217 Posted 07 February 2012 - 01:17 AM

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New revision 130:
http://dl.dropbox.co...ke%20rev130.zip

View PostRoxas75, on 24 January 2012 - 01:47 PM, said:

The IE plug-in is awesome, but it will be better if the files extracted from pac_ have nbfs, nbfp, nbfc extension, this is their real format. This will speed up the image reading, allows the image import too.
Thanks for all the work.

Actually the have no extension, they are just raw data as the nbfs, nbfp and nbfc but also as ntft, ntfp, ntfs... Well I have done it, it isn't easy as they have no way to be recognized (header or extesion) and they aren't always in the same order, so in some cases the plugin put the correct extension and in other cases no.

View PostAnton299, on 03 February 2012 - 07:40 AM, said:

Tried this version.
Well, maybe it's not funny already, but... still "Out of Memory" error :)
While importing just exported picture, or 256 color, or RGB color, or png images...
However, I tried to save bmp as 4 bit color - in this case I got another error (NOT "out of memory") while importing it:
:unsure:


View Postjjjewel, on 05 February 2012 - 10:52 AM, said:

Got the exact same error when I tried rev129. It tried importing images a few times and the number xx of the tmpxx.tmp kept increasing but it always showed error message.

Try with the new revision (at least the problem with 4bpp is fixed)


View PostKuroko Shirai, on 04 February 2012 - 08:54 PM, said:

Thanks so much for doing this... xD;; I really think this tool is already great for just being able to view images and sprites in the ROMs (an awesome tool for sprite ripping)... I have yet to try the sounds for IE... until then, this should be enough.

Good news, in the last revision I have added support for the encoding Procyon of SAD files, so the sound from IE can be listened (and the Layton too!) :)


View PostKuroko Shirai, on 07 February 2012 - 12:03 AM, said:

Hi again... I was wondering if there's a way I could edit the .dll itself for the Inazuma plug-in so I wouldn't have to bother you so much... if not, well, I want to experiment with the Japanese version of the very first IE1 game (YEEJ). I know it has graphics different from the next versions, but when I get to the pkb files and hit extract, I just get another folder which I can't extract.

Also, I still haven't found those cut-scenes for the other versions... when I unpack those .SPF_ files, I get a message that uncompression is unsuccessful... maybe they're not compressed files after all? o_O

I have added it, and yes, I have fixed some problems with .SPF_ files, but I have found that some pkb aren't decompressed successfully, I don't why, they look so weird :S
If you want to modified the DLL, here you have the code (it's in C#):
http://code.google.c...ins%2FINAZUMA11
You have to download it (I reccomend you to download all the code of Tinke) and the compiled it.

View PostKuroko Shirai, on 07 February 2012 - 12:03 AM, said:

On the other hand, I tried this program with Prof Layton and the Last Specter... I'm quite interested to see how well this works with London Life's files, but some files seem to be compressed... damn. I was only able to view images for the screen that tells you to put away the stylus and some parts of the title screen.

I have just finished to create the method to extract them, so now the text can be view (I have not done the method to compress it so it can not be modified and translated, but soon I will do it).


View PostiSubaru, on 03 February 2012 - 02:15 PM, said:

Hmm so let's say I can extract some sounds, change them and pack them back to ROM? It would be very helpful in some cases, especially the EXE 5 one to not move all the offsets (trimming <_<) because PROBABLY because of the old method I can't run it anymore on latest AKAIO :(

EDIT #1
Also it's good to hear there is support for Mono users :)

In this case I recommend you to extract the SDAT or sound files modified and pack the whole rom with other program like dsbuff because to be honest, I don't know how not to trim the rom :P
The support from Mono is regular now (the Hex editor is not compatible and it doesn't look very well).

Edited by pleonex, 07 February 2012 - 01:21 AM.


Kuroko Shirai Post #218 Posted 07 February 2012 - 03:08 AM

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OMG this update is amazing... I can finally get through those cutscenes... :D Who knew they were hiding in data_iz -> pic3d -> scripts

Thanks so much, and I'll test around with Layton and Last Specter soon... xD;;


Anton299 Post #219 Posted 07 February 2012 - 07:53 AM

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View Postpleonex, on 07 February 2012 - 01:17 AM, said:

Try with the new revision (at least the problem with 4bpp is fixed)


Well, now it works, like you said, only with 4bpp images.
But .ncer is not rebuilded (discussed above, you said that you'll try to do this in future).

How do we save modified file? "Save ROM" & "pack" buttons both inactive:
Posted Image


Roxas75 Post #220 Posted 07 February 2012 - 02:14 PM

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Thanks, man.


Grendor Post #221 Posted 07 February 2012 - 06:43 PM

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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?


rastsan Post #222 Posted 07 February 2012 - 07:02 PM

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there is a bat file you can use to compile that makes things so much easier.
thanks for adding that pleonex.
Currently trying to change the bmg stuff to work for okeari chibi robo.


pleonex Post #223 Posted 08 February 2012 - 02:44 AM

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View PostAnton299, on 07 February 2012 - 07:53 AM, said:

How do we save modified file? "Save ROM" & "pack" buttons both inactive:

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.

View PostGrendor, on 07 February 2012 - 06:43 PM, said:

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?

If you want to compile only one plugin and it's the first time, first you have to compile the solution "PluginInterface".
Anyway, the DARC unpacker it's working good, you just have to select the file and click on the button "Unpack".


Anton299 Post #224 Posted 09 February 2012 - 07:35 PM

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View Postpleonex, on 08 February 2012 - 02:44 AM, said:

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).


pleonex Post #225 Posted 09 February 2012 - 07:44 PM

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View PostAnton299, on 09 February 2012 - 07:35 PM, said:

View Postpleonex, on 08 February 2012 - 02:44 AM, said:

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).

So doing it these would be the steps:
  • Open the bin file with Tinke and unpack it.
  • Import the image
  • Select again the bin file in Tinke and click the button "Pack"
  • Then use your tool to code with LZSS
I think that your error was that you didn't click on button "Pack", to pack the bin file with the new image.







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