ROM Hack Tinke 0.7.2

  • Thread starter Thread starter pleonex
  • Start date Start date
  • Views Views 133,997
  • Replies Replies 367
  • Likes Likes 9
pleonex, is bug or not? every i open narc file, on file 1 (File 1.bin) is always narc file information (or is a narc itself) o.o as i remember last build are not like that .. BUT if i open ROM and open same file (narc), is OK file1.bin is as spa format also i was testing another narc file... is like file1.bin is replaced by narc itselft O.O and skipping first file so i can't access first file on narc file o.o if i open narc file (not open ROM file). (on release 124)
 
I can explain you. The Plugin work only if you open the ROM, he read the code of ROM, if you open single file, he don't have code of rom, so he not ready like a precisely plug in.

So, are 2 the solutions:

1) A Plugin where you can select the game of the file you take from plugin list;
2) Use the ROM :)
 
@daviex: thank you, btw is fine read second - end file correctly, but just on first only is show incorrectly. i open narc file, after i click unpack, is show file on inside narc. just file1 on first on the list is always show incorrect data, second-end is correct data... o.o
 
pleonex, is bug or not? every i open narc file, on file 1 (File 1.bin) is always narc file information (or is a narc itself) o.o as i remember last build are not like that .. BUT if i open ROM and open same file (narc), is OK file1.bin is as spa format also i was testing another narc file... is like file1.bin is replaced by narc itselft O.O and skipping first file so i can't access first file on narc file o.o if i open narc file (not open ROM file). (on release 124)
Yes, thanks for report it. I think that it's fixed now:
http://dl.dropbox.co...%28fixed%29.zip

I have fixed it and a problem with cell priority in NCER files. I'm very busy with my studies now and I don't have many time to continue with...
 
pleonex, is bug or not? every i open narc file, on file 1 (File 1.bin) is always narc file information (or is a narc itself) o.o as i remember last build are not like that .. BUT if i open ROM and open same file (narc), is OK file1.bin is as spa format also i was testing another narc file... is like file1.bin is replaced by narc itselft O.O and skipping first file so i can't access first file on narc file o.o if i open narc file (not open ROM file). (on release 124)
Yes, thanks for report it. I think that it's fixed now:
http://dl.dropbox.co...%28fixed%29.zip

I have fixed it and a problem with cell priority in NCER files. I'm very busy with my studies now and I don't have many time to continue with...
Thank you for the fixed version. I just noticed that bug in narc files. (I thought I messed up your program. :D)

By the way, you can ignore my request to add more streams to SDAT file. I've checked the game and I think it'll need serious ASM hack if I want to add more voices to it.
 
SIR0 files are also in Shiren 4 and 5.
This is what I have found out about them based as text files:

offset 0 -3 SIR0;
offset 4-5 offset to # of pointers after which is listed the pointer to the start of the pointers - for pointer to start of pointers this
actually change when loaded into memory they are added to become the memory addresses for the pointers
offset 8-9 to near end of file this actually change when loaded into memory they are added to become the memory addresses for the pointers (always points to 0404 which has a 2byte value (unknown- maybe location on map, does not change in memory) after which is a #of 08's refer exactly to the # of pointers -1 ending with 0C
pointer list - always start the same:
pointer(xxxx)(0000000000E703) then next pointer (xxxx) after this first pointer until the end of pointers the same structure follows
(000000(yy)00DC00)next pointer. yy having various values 0B,01,02,03, etc. not text length -possibly Alignment or text box size. the pointers also change to memory pointers (when done correctly)
pointer list ends with (...DC00)then #of pointers refered to earlier
will take ascii if padded with 00 will also take unicode FF32 R but reversed to 32FF but this has to do with the font.

I have custom rewrote the one (text) file from beginning to end and found that even though I do everything right there is an unfound pointer outside of the file which still points to the old files pointer list start (after it gets loaded into memory). this could not be found with relative seach (through the rom) or memory search (ram). If anyone knows what I am missing please tell me. As what is left after this will be to figure out the control codes (for shiren 4 and 5). If this is a simple thing that I missed i won't have to edit the font for shiren 4 and 5 to mte (which not much trouble but still) along with the font table.

Sir0 files are also used to contain the font(s) in shiren the wanderer. With the same pointer structure. Just points to raw image data.

str files can be found in pokemon mystery dungeon explorers of the sky.

Edit:
it seems the Sir0 files in shiren 2 are similar but not quite the same the ending slightly different. There is the same pointer structure as mentioned before. Like the other mention they can hold any type data. seems there is raw image data. the number of pointers line up, the pointer structure is near the same except for the beginning and the ending. (like a previous version of a file that hasn't been completely worked out yet). I am only basing the shiren2 sir0 files on the raw image ones that I have been investigating. the 0404 part seems to come later. The structure after seems to be padded with more that i haven't figured out yet.
 
sorry ask about this, you can add support import/export texture inside bmd0? since some sprite are stored on texture inside bmd0 file. also can support spa sprite file?, and btx too.

since if i replace them via hex editor is need much time to correct them correctly. if is possible XD if is seems hard you can ignore my request.

@ratscan: thank you about sir0 format, since i wondering about that on PMDEoS
 
shiren 4 and 5, pokemon mystery dungeon (only certain ones in the series), 9person9hours9doors all share a common factor - the developers. The fonts are close enough but not quite the same format. As in different bitplanes but same structure for pointers to the graphical letters. If I was more inclined I would figure out how the eur version of the games have single byte support instead of the padded singlebyte used in the untranslated versions.
the at(something(p?))5 files in 9person9hours9doors are container files for sir0 files. But you probably already knew that.
 
yeah i was found other format on pokemon BW is seems same as on DPPtHGSS, is wb and ab format

wb format was viewed on PG4 source code is was modded by kazowar and teamfail, yeah is fine but for ab format is containing bmd0 and bta0. wb is always containing bmd0

41 42 4E 00 40 01 00 00 BC 03 00 ...

magic stamp : AB (0x4142), size 2, offset 0x00000
4E 00 is for many of files
40 01 00 00 is unknown o.o maybe file size ? o.o

BC 03 ... is for pointer

every end of pointer is always ended with :

"FFFF0000000000001C0000000200010314000000DC000000A4010000FFFFFFFF"

because is always same on every ab format (almost all).
 
SIR0 files are also in Shiren 4 and 5.
This is what I have found out about them based as text files:

str files can be found in pokemon mystery dungeon explorers of the sky.
Thanks for the info, now I'm redoing the image plugin system to support new images easily, when I finish with this I'll look at both formats (STR and SIR0)

sorry ask about this, you can add support import/export texture inside bmd0? since some sprite are stored on texture inside bmd0 file. also can support spa sprite file?, and btx too.

since if i replace them via hex editor is need much time to correct them correctly. if is possible XD if is seems hard you can ignore my request.
Yes, I want to do all of that, well, with the last version you can now export the texture inside bmd0. The import function is more complicate as these format (BTX0 and BMD0) are a little bit messy but I'm going to do that, it will take some time to do it, so I can not say you when and in what version it will be ready.

<
shiren 4 and 5, pokemon mystery dungeon (only certain ones in the series), 9person9hours9doors all share a common factor - the developers. The fonts are close enough but not quite the same format. As in different bitplanes but same structure for pointers to the graphical letters. If I was more inclined I would figure out how the eur version of the games have single byte support instead of the padded singlebyte used in the untranslated versions.
the at(something(p?))5 files in 9person9hours9doors are container files for sir0 files. But you probably already knew that.
Once the SIR0 unpacker is done I will look at this games, also I'm supporting 1bpp images used in some fonts, when it's done it'll be easier to find the fonts.

yeah i was found other format on pokemon BW is seems same as on DPPtHGSS, is wb and ab format
Thanks, I'll do an unpacker for them, by the moment you can use "Open as->Pack" with these settings.
  • Number of files:
    Value length-> 2

  • Add one to "Number of files"
  • Type of offset -> End offset
  • Click on "Read offset"
  • Click on "Accept"
This work for AB and for WB. Here is the specification:
0x00-0x01 => Header ("WB" or "AB")
0x02-0x03 => Number of files
0x04-0x08 => Size of the offset section
0x08-.... => Offset, the indicates the end of the file

Thanks for all your feedback, I'll be this month busy but I'll continue ;)
 
Minor feature requests
(Please ignore them if they are too much of a trouble. :wub:)

- When I save individual NCER graphics, it's always defaulted to BitMap (*.bmp). I'd like to request that the program remembered the previous format. Ex. if I save the first picture as .png, when I click save for the second picture, it would show default format as .png as well. (Currently, it always goes back to the default .bmp.) It doesn't have to be saved to the .ini or something. Just that it remembered the file type during the working session is fine.

- With NCER again. Could you make the program remember "Show guides", "Transparency", etc. checkboxes within the session? Ex. When I change from one file to another, I don't have to check all these checkboxes again.

-----

Again, thanks for the wonderful program. It makes hacking a lot easier. :)
 
Hey, I wanted to replace a nbfs file (importing a image) and got a error. Can someone tell me how to fix it?
errorimportimage.png

And his is the error code:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NotSupportedException: Incorrect BMP file, depth 32
at Tinke.Imagen_NCGR.BitmapToTile(String bitmap, TileOrder tileOrder)
at Tinke.PluginHost.BitmapToTile(String bitmap, TileOrder tileOrder)
at Images.ImageControl.btnImport_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4963 (win7RTMGDR.050727-4900)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Tinke
Assembly Version: 0.8.2.0
Win32 Version: 0.8.2.0
CodeBase: file:///C:/Users/Raphael/Tinke/Tinke.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4961 (win7RTMGDR.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4962 (win7RTMGDR.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml.Linq
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.4926 built by: NetFXw7
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml.Linq/3.5.0.0__b77a5c561934e089/System.Xml.Linq.dll
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.4926 built by: NetFXw7
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
PluginInterface
Assembly Version: 4.2.0.0
Win32 Version: 4.2.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/PluginInterface.DLL
----------------------------------------
3DModels
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/3DModels.dll
----------------------------------------
999HRPERDOOR
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/999HRPERDOOR.dll
----------------------------------------
AI IGO DS
Assembly Version: 2.0.0.0
Win32 Version: 2.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/AI%20IGO%20DS.dll
----------------------------------------
BLOODBAHAMUT
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/BLOODBAHAMUT.dll
----------------------------------------
Common
Assembly Version: 0.3.0.0
Win32 Version: 0.3.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/Common.dll
----------------------------------------
DBK ULTIMATE
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/DBK%20ULTIMATE.dll
----------------------------------------
EDGEWORTH
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/EDGEWORTH.dll
----------------------------------------
Fonts
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/Fonts.dll
----------------------------------------
GYAKUKEN
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/GYAKUKEN.dll
----------------------------------------
Images
Assembly Version: 1.1.0.0
Win32 Version: 1.1.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/Images.dll
----------------------------------------
KIRBY DRO
Assembly Version: 1.3.0.0
Win32 Version: 1.3.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/KIRBY%20DRO.dll
----------------------------------------
LASTWINDOW
Assembly Version: 1.1.0.0
Win32 Version: 1.1.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/LASTWINDOW.dll
----------------------------------------
LAYTON
Assembly Version: 0.3.0.0
Win32 Version: 0.3.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/LAYTON.dll
----------------------------------------
MAPLESTORYDS
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/MAPLESTORYDS.dll
----------------------------------------
NINOKUNI
Assembly Version: 3.0.0.0
Win32 Version: 3.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/NINOKUNI.dll
----------------------------------------
Pack
Assembly Version: 4.0.0.0
Win32 Version: 4.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/Pack.dll
----------------------------------------
RUNEFACTORY3
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/RUNEFACTORY3.dll
----------------------------------------
SDAT
Assembly Version: 3.2.0.0
Win32 Version: 3.2.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/SDAT.dll
----------------------------------------
SF FEATHER
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/SF%20FEATHER.dll
----------------------------------------
Sounds
Assembly Version: 0.1.0.0
Win32 Version: 0.1.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/Sounds.dll
----------------------------------------
SUBARASHIKI
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/SUBARASHIKI.dll
----------------------------------------
TETRIS DS
Assembly Version: 2.0.0.0
Win32 Version: 2.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/TETRIS%20DS.dll
----------------------------------------
TOKIMEKIGS3S
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/TOKIMEKIGS3S.dll
----------------------------------------
TXT
Assembly Version: 3.1.0.0
Win32 Version: 3.1.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/Plugins/TXT.dll
----------------------------------------
DSDecmp
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Raphael/Tinke/DSDecmp.DLL
----------------------------------------
Be.Windows.Forms.HexBox
Assembly Version: 1.4.7.40664
Win32 Version: 1.4.7.40664
CodeBase: file:///C:/Users/Raphael/Tinke/Be.Windows.Forms.HexBox.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:





When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
 
- When I save individual NCER graphics, it's always defaulted to BitMap (*.bmp). I'd like to request that the program remembered the previous format. Ex. if I save the first picture as .png, when I click save for the second picture, it would show default format as .png as well. (Currently, it always goes back to the default .bmp.) It doesn't have to be saved to the .ini or something. Just that it remembered the file type during the working session is fine.

- With NCER again. Could you make the program remember "Show guides", "Transparency", etc. checkboxes within the session? Ex. When I change from one file to another, I don't have to check all these checkboxes again.
Ok, I'm trying to use the same interface for all type of images, then I'will save the preference in a XML. Thanks.

Hey, I wanted to replace a nbfs file (importing a image) and got a error. Can someone tell me how to fix it?
The problem is that you can only import bitmaps images with depth 4bpp or 8bpp (16 or 256 colors), I recommend you use the same as the original. You can use programs like Gimp and XnView to convert it. In Gimp the option is in the menu Image->Mode->Indexed

PD: In the last revision I have added suport for ADX sound files, I have tested it with a lot of them and it's working great :), the next step would be convert wav to adx.
 
- When I save individual NCER graphics, it's always defaulted to BitMap (*.bmp). I'd like to request that the program remembered the previous format. Ex. if I save the first picture as .png, when I click save for the second picture, it would show default format as .png as well. (Currently, it always goes back to the default .bmp.) It doesn't have to be saved to the .ini or something. Just that it remembered the file type during the working session is fine.

- With NCER again. Could you make the program remember "Show guides", "Transparency", etc. checkboxes within the session? Ex. When I change from one file to another, I don't have to check all these checkboxes again.
Ok, I'm trying to use the same interface for all type of images, then I'will save the preference in a XML. Thanks.

Hey, I wanted to replace a nbfs file (importing a image) and got a error. Can someone tell me how to fix it?
The problem is that you can only import bitmaps images with depth 4bpp or 8bpp (16 or 256 colors), I recommend you use the same as the original. You can use programs like Gimp and XnView to convert it. In Gimp the option is in the menu Image->Mode->Indexed

PD: In the last revision I have added suport for ADX sound files, I have tested it with a lot of them and it's working great :), the next step would be convert wav to adx.

Awesome! Cant wait :D Then I could replace music from The world ends with you! :D
 
Is it possible to use this tool for Inazuma Eleven games... I really want to extract the images there... and I've tried various other tools and I can't just seem to open them. I already tried CrystalTile but IDK... I think I'm doing something wrong.
 
Is it possible to use this tool for Inazuma Eleven games... I really want to extract the images there... and I've tried various other tools and I can't just seem to open them. I already tried CrystalTile but IDK... I think I'm doing something wrong.

I have done quickly a plugin to unpack almost all files from this game. Once you've got a pack file unpacked with three files inside, the first file with size 32 bytes usually is the pallete (open it using the menu "Open as...->Palette"), the thrid one and the biggest one is the tile file (open it using "Open as...->Tiles") and the second one is the map file (open using "Open as...->Map"). For instace you can try opening the images inside of /data_iz/map2d

You should know that you can only unpack files, not pack either import new images.

Here is the version of Tinke with that plugins:
http://dl.dropbox.com/u/3981393/Tinke/Tinke%20rev129-alpha.zip

Good luck!
 
  • Like
Reactions: 1 person
I have done quickly a plugin to unpack almost all files from this game. Once you've got a pack file unpacked with three files inside, the first file with size 32 bytes usually is the pallete (open it using the menu "Open as...->Palette"), the thrid one and the biggest one is the tile file (open it using "Open as...->Tiles") and the second one is the map file (open using "Open as...->Map"). For instace you can try opening the images inside of /data_iz/map2d

You should know that you can only unpack files, not pack either import new images.

Here is the version of Tinke with that plugins:
http://dl.dropbox.co...ev129-alpha.zip

Good luck!

Hmm, I tried using that new version and when I go to data_iz/map2d and then any file there and try to unpack, it still shows up one file... is that suppose to happen? o_O

I tried using the previous version before you made the new one and this was my result... I kept experimenting and got somewhere with it... XD But I can only view ending credits images with it atm. At least the ones with less colors, but I could be wrong...

EDIT: Here's another ending scene this time with some more colors: http://i40.tinypic.com/2gxn1hv.png
 
Hmm, I tried using that new version and when I go to data_iz/map2d and then any file there and try to unpack, it still shows up one file... is that suppose to happen? o_O

I tried using the previous version before you made the new one and this was my result... I kept experimenting and got somewhere with it... XD But I can only view ending credits images with it atm. At least the ones with less colors, but I could be wrong...

EDIT: Here's another ending scene this time with some more colors: http://i40.tinypic.com/2gxn1hv.png

The files are usually packed twice, so you need to unpack the unpacked file :), try with this step to see for instance the images inside of /data_iz/map2d in Inazuma Eleven 2:
  1. Select the file /data_iz/map2d/mr01i28_mn.pac_, for instance, and unpack it
  2. Select the unpacked file (actually it's not packed, it was coded with LZ10), and unpack it
  3. You've got three files. Select the first one and press the key "P" (it does the same as the menu "Open as.."
  4. Select the thrid and press "T", and select the second one and press "M".
This is for "pac_" files, if you want to view the ".pkb", it's almost the same (I'll use a file from Inazuma Eleven 3):
  1. Select the file "/data_iz/map2d/map2d.pkb" and unpack it.
  2. Select one of the unpacked files and follow the above step (they are pac_ files)
 
Ooh I think I got how it works now... thanks so much... :D Now I can view the sprites/images inside the IE files. Ooh, even the credits too... A sample here: http://i42.tinypic.com/11sp7xg.png

I am more concerned about the SPF extension... are these also compressed files with images on them? o__o I'm still trying to browse through all the folders and find where the cutscenes images are... that'll take a while... I'm out of luck if it's not a pac extension though... OTL
 
Ooh I think I got how it works now... thanks so much... :D Now I can view the sprites/images inside the IE files. Ooh, even the credits too... A sample here: http://i42.tinypic.com/11sp7xg.png

I am more concerned about the SPF extension... are these also compressed files with images on them? o__o I'm still trying to browse through all the folders and find where the cutscenes images are... that'll take a while... I'm out of luck if it's not a pac extension though... OTL
Finally I have added to the plugin the unpack methods for SPF, SPD and SPL (they are the same) files. Here it's:
http://dl.dropbox.co...e/INAZUMA11.dll

I think that now you can unpack all the files and see all the images. (I haven't test it so much, so if you found any bug, please tell me).

PD: I have tried to support the pack file from GTA without any luck, the information was about another console (I think PSP), and it's very different with the NDS version...

Also, I have look at SIR0 from different games, and there are some differences from 999 (the files in char with image are different with which have text) and Pokemon Dungeon, I should keep figuring out them.
 
  • Like
Reactions: 1 person

Site & Scene News

Popular threads in this forum