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 .bmp on different color settings (same as above)
Any help at all is appreciated.
 
Last edited by Skye_Box,
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 .bmp on different color settings (same as above)
Any help at all is appreciated.
Use NitroPaint
 
Use NitroPaint
I actually did play around with NitroPaint, but it doesn't seem to work. Any map/tile or image files (the ones which I showed Tinke displays mostly correct) that I export from Tinke are automatically read as palette files for some reason by NitroPaint (and they are jumbled/incoherent palettes a mile long so I don't think it's intentional). Adding the file extension of .NTFT manually to the file, for example, does not fix this, nor does using the "Open as" option (palette is my only option).

However, it reads the palette files correctly, and it's also the only files which has multiple "Open as" options (Screen, Character, and Palette all as Binary).

To be extra sure I've tested NitroPaint with a game that works fine with Tinke, Pokemon Platinum, and the maps/tiles display correctly there. I assume then the issue must lie within how the game itself stores and displays these pictures?
Post automatically merged:

Adding on now as I believe this may be related to however these files are coded. Looking at the files via a Hex editor, there is no first four character signature (which makes sense, given these files don't have file extensions to begin with). The map/tile file I showed in the OP has a "header" of 1,552 bytes and looks like this:

1791581223903.png


Not the full 1,552 bytes, but you get the idea. Another tile/map file has the same exact header, while others have very slightly different or shorter variations.

Meanwhile, the image files (the ones Tinke could load mostly correctly), have a much shorter header. The one I showed, along with another, had these 10 bytes.
1791581370626.png


Sometimes the bytes will be different here also, others have the 0x12 0x00 0x20 beginning, but change thereafter, while others have completely different headers. They all are read correctly by Tinke nonetheless.

Trying to find out if these headers are the same as any known DS image headers, compressed or otherwise. I'm also not super well-versed so forgive me if I misuse terminology. It's curious to me that Tinke DOES recognize these files to some extent (especially the image files) and does not display them flat out as being unopenable.
 
Last edited by Skye_Box,

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