Hacking Graphical Errors with Tinke

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Skye_Box

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I've fiddled with Tinke before to rip sprites from various games, but this is the first time I've had something like this happen, and I haven't found any sort of solution online. I'm hoping I can be pointed in a direction to solve this issue. Really, anything helps, even if it's just guesses.

To lay the groundwork: Tinke recognizes around 60% of the files, and there is little to no folder organization. Besides the level data and 3D models, every 2D image is just in the root folder. Looks like this:

3980d73054d2f4f3728c5a3ce657ec329cdac680.pnj


None of this is an issue; my issue is the fact the tiles/maps do not display correctly.

For example, using DeSmuME, I can find the palette for the Title Screen image:
998e3e9d5e2c30b5c4c4e60e8dcacb782011aa40.pnj


I can then track down that same palette in Tinke:
7da7dfc65200b3b8ee04e93cc07328d2d7676ae4.pnj


This means "01F4" is the image I'm looking for, but when I open it as Tile or Map, they are both similarly garbled messes:
fd07ad716f16f56c5b9669b874ef688ed787102c.pnj

3c69dc2fd323b81aedadc951f66644f0bab57acb.pnj


I've tried playing around with all the settings that I usually do when I encounter images/sprites that don't appear correctly at first opening: offset, BPP, image pattern, and width. But none of these seem to work.

On a similar note, the image files display either completely fine, or mostly fine with some minor issues, like this one:
628f052e2f89e1a5fecd4f55b41daa4f7fbf2b6a.pnj


Unsure where to go from here, as I've had no luck searching on Google. For what it's worth also, Tinke exports these Tiles as .ntft, and the Maps as .nbfs.

I have tried:
  • Using different versions of Tinke
  • Using Tinke DSi
  • Exporting the tile/map, then re-importing it (either shows up as a black screen or scrambled colors)
  • re-importing as both .png and .bpm on different color settings (same as above)
Any help at all is appreciated.
 

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