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Tinke 0.7.2

, New rom hacking tool (Go to first unread post)
Blazer Post #31 Posted 17 August 2011 - 06:26 PM

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Do you think at some point you may have support for the following file types?

- .cg
- .cl
- .sc
- .ca
- .ma
- .md

The first 3 are similar to the .ngcr, etc. files, at least that's what I think--can't know for sure since I haven't checked. Essentially they're just graphic, palette, and map files respectively, usually compressed by LZ11, but not always (palettes tend to be uncompressed).

.ca and .ma files I don't know much about, .md file is model data, I also don't know much about this outside of some documentation I've found on google and using this website's search function

Just throwing this out there, this program doesn't even support the NDS game I'm currently hacking (Fire Emblem: Shin Monshou no Nazo ~ something I can't remember ~) so even if it did support these files it wouldn't help me at all right now. >_>



pleonex Post #32 Posted 17 August 2011 - 08:35 PM

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QUOTE(Team Fail @ Aug 17 2011, 06:58 PM) <{POST_SNAPBACK}>
QUOTE(pleonex @ Aug 17 2011, 06:38 AM) <{POST_SNAPBACK}>
QUOTE(Team Fail @ Aug 17 2011, 03:54 AM) <{POST_SNAPBACK}>
I hope to see RCGN plugins soon. Pokemon Diamond and Pearl use them for the images on the signs. I've been fiddling with one in hex for a while and it is getting really annoying. It is really useful tool that can help with my hack. Big time. Thanks. biggrin.gif

What are the names of the "RCGN" files or where are them?, If you mean NCGR files, they are supported rolleyes.gif


If you want to see what kind of file I am talking about, go to /graphic/field_board.narc in a Pokemon Diamond or Pearl rom and decompress it. There are a whole bunch of graphic files and one pallet the whole bunch uses. It can view them, but editing? That's a different story.


Yes, you can edit them with the "Import" button while you are viewing the NCGR file. The problem is that, by the moment, the program can not compress narc files, so it is not possible to save the new files, but you can edit them, then export all the NCGR and NCLR files (you can export a folder) and finally you can use another program to compress the new NARC file.

Anyway to compress NARC files is one of my priorities.

QUOTE(Blazer @ Aug 17 2011, 07:26 PM) <{POST_SNAPBACK}>
Do you think at some point you may have support for the following file types?

- .cg
- .cl
- .sc
- .ca
- .ma
- .md

Just throwing this out there, this program doesn't even support the NDS game I'm currently hacking (Fire Emblem: Shin Monshou no Nazo ~ something I can't remember ~) so even if it did support these files it wouldn't help me at all right now. >_>

I will check this game and their formats, when I have some time I will try to do a plugin for it smile.gif (I don't why the program doesn't work with this game, it should work with all the NDS games..., I will look at it)


Blazer Post #33 Posted 18 August 2011 - 12:30 AM

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That sounds awesome and would help a lot. Hopefully you don't have to go too out of your way... good luck for whenever you have time to mess around. XP


Team Fail Post #34 Posted 18 August 2011 - 12:39 AM

    It's like polo. With Chainsaws.


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QUOTE(pleonex @ Aug 17 2011, 01:35 PM) <{POST_SNAPBACK}>
QUOTE(Team Fail @ Aug 17 2011, 06:58 PM) <{POST_SNAPBACK}>
QUOTE(pleonex @ Aug 17 2011, 06:38 AM) <{POST_SNAPBACK}>
QUOTE(Team Fail @ Aug 17 2011, 03:54 AM) <{POST_SNAPBACK}>
I hope to see RCGN plugins soon. Pokemon Diamond and Pearl use them for the images on the signs. I've been fiddling with one in hex for a while and it is getting really annoying. It is really useful tool that can help with my hack. Big time. Thanks. biggrin.gif

What are the names of the "RCGN" files or where are them?, If you mean NCGR files, they are supported rolleyes.gif


If you want to see what kind of file I am talking about, go to /graphic/field_board.narc in a Pokemon Diamond or Pearl rom and decompress it. There are a whole bunch of graphic files and one pallet the whole bunch uses. It can view them, but editing? That's a different story.


Yes, you can edit them with the "Import" button while you are viewing the NCGR file. The problem is that, by the moment, the program can not compress narc files, so it is not possible to save the new files, but you can edit them, then export all the NCGR and NCLR files (you can export a folder) and finally you can use another program to compress the new NARC file.

Anyway to compress NARC files is one of my priorities.

Ok. That will really help Thanks.


Pokefun Post #35 Posted 19 August 2011 - 12:10 AM

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When will you be releasing the next version? tongue.gif


pleonex Post #36 Posted 19 August 2011 - 01:59 AM

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QUOTE(Pokefun @ Aug 19 2011, 01:10 AM) <{POST_SNAPBACK}>
When will you be releasing the next version? tongue.gif

Tomorrow will be the next version, sorry, but as I had to modify all the code of a plugin (the plugin of compression) now I have a lot of bugs... frown.gif


pleonex Post #37 Posted 19 August 2011 - 04:15 PM

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Good news: another version of Tinke

*** Sound plugin added with SADL audio support (in Professor Layton games)
*** Added control to compress NARC files (select the NARC file to compress and click on the View button)
*** Added control to compress Nitro compress format files (thanks to the proyect DSDecmp by Barubary) (Select the file and click on the View button)
* Added support to japanese file names
* Added control with options of new maps
* Added button in SDAT plugin to change files
* Fixed problem with the import (wav to strm) methods in SDAT plugin
* Improved the french translation
* Added import and export palettes files to Windows palettes
* Fixed problems saving new NCLR files

Downloads:http://code.google.com/p/tinke/downloads/list


@Necron N.N
Try with with this new version the WAV to STRM conversion

@Blazer
Your game is now supported, there was a problem with the name of some files because they have japanese chars. As you mentioned the .cl files are palettes, the .cg are tiles with LZ11 compression, you can view them with the "Open as..." buttons. (First decompress the .cg files with the "Uncompress" button)

@Team Fail
Here an example of the import BMP image with the files you have said me:
http://dl.dropbox.com/u/3981393/Tinke/narc.PNG
(I know that the palette that I have used is so bad tongue.gif )



Blazer Post #38 Posted 19 August 2011 - 05:23 PM

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Awesome, you're really being thorough on this. Good luck with your continued success!


Team Fail Post #39 Posted 19 August 2011 - 05:27 PM

    It's like polo. With Chainsaws.


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QUOTE(pleonex @ Aug 19 2011, 09:15 AM) <{POST_SNAPBACK}>
Good news: another version of Tinke

*** Sound plugin added with SADL audio support (in Professor Layton games)
*** Added control to compress NARC files (select the NARC file to compress and click on the View button)
*** Added control to compress Nitro compress format files (thanks to the proyect DSDecmp by Barubary) (Select the file and click on the View button)
* Added support to japanese file names
* Added control with options of new maps
* Added button in SDAT plugin to change files
* Fixed problem with the import (wav to strm) methods in SDAT plugin
* Improved the french translation
* Added import and export palettes files to Windows palettes
* Fixed problems saving new NCLR files

Downloads:http://code.google.com/p/tinke/downloads/list


@Necron N.N
Try with with this new version the WAV to STRM conversion

@Blazer
Your game is now supported, there was a problem with the name of some files because they have japanese chars. As you mentioned the .cl files are palettes, the .cg are tiles with LZ11 compression, you can view them with the "Open as..." buttons. (First decompress the .cg files with the "Uncompress" button)

@Team Fail
Here an example of the import BMP image with the files you have said me:
http://dl.dropbox.com/u/3981393/Tinke/narc.PNG
(I know that the palette that I have used is so bad tongue.gif )

Ah! That's exactly what I need it for! Thank you so very much!

EDIT: Quick question. Why does it export as .png but only import .bmp images? I find that a bit odd.

Edited by Team Fail, 19 August 2011 - 05:39 PM.


andibad Post #40 Posted 19 August 2011 - 05:44 PM

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SWD SED ect on PMDEoS music format will supported too? i want to can rip pokemon mystery dungeon explorer of sky without record from emulator :/


pleonex Post #41 Posted 19 August 2011 - 06:19 PM

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QUOTE(andibad @ Aug 19 2011, 06:44 PM) <{POST_SNAPBACK}>
SWD SED ect on PMDEoS music format will supported too? i want to can rip pokemon mystery dungeon explorer of sky without record from emulator :/

Maybe I will be able to support SWD files because they are wave file, by the other hand, SED files are SEQ (like MIDI) and by the moment any SEQ file (like SSEQ in SDAT files) are not supported.

I will try now to convert a SWD to WAV smile.gif

EDIT 1:
QUOTE(Team Fail @ Aug 19 2011, 06:27 PM) <{POST_SNAPBACK}>
EDIT: Quick question. Why does it export as .png but only import .bmp images? I find that a bit odd.

It's very easy to get the palette and tile data of a bitmap file with 16 or 256 colors. The program doesn't export the images to BMP because by default the NET framework save the images as PNG files and if you select the format as BMP, the image will be saved with 32bits per color (that is with million of colors and not supported by the program because a NDS image can not have more that 256 colors (8bpp)). So doesn't matter if the export image is PNG or BMP because won't be supported again by the program.

In the next revision, I want to create a Bitmap file from NCLR+NCGR files so this bitmap will have 16 or 256 colors and can be imported again in Tinke, that is, not using the Net Framework methods.

EDIT 2:
I have been searching some information about SWD and SMD files, they are sound files by "Procyon Studio Digital Sound Elements" and have a special compression that I'm trying to import to Tinke (this compression is also used in some SADL sound files).
A combinations of SMD+SWD produced a sequence sound file, so by the moment I will try to get only the SWD soud file that is wave audio data (most probably it will contain the instrument audio data, like SWAV+SSEQ)

Edited by pleonex, 20 August 2011 - 01:11 AM.


Necron Post #42 Posted 21 August 2011 - 06:50 AM

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QUOTE(pleonex @ Aug 19 2011, 11:15 AM) <{POST_SNAPBACK}>
@Necron N.N
Try with with this new version the WAV to STRM conversion

Thank you, now the game plays the files. The game has some problems, I can't enter to the story mode and the songs are cut before they end, but that is another topic unrelated with your program (fix pointers and all that stuff). Thank you mate yaynds.gif

Just one thing, what did you change from the previous version? The files still seem uncompressed.

Edited by Necron N.N, 21 August 2011 - 07:09 AM.


Sonicmfc DELETED Posted 21 August 2011 - 07:02 AM

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Necron DELETED Posted 21 August 2011 - 07:19 AM

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Sonicmfc DELETED Posted 21 August 2011 - 07:47 AM

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