So... I tried 4-5 times to create .tga files for the bootTv texture and bootDrc textures but.. yeah.. it doesn't work...
Are there any rules to respect?
Yeah.. and can I use paint.net?open the original tga files you want to edit in photoshop. Edit it to the way you want it then save & overwrite. Manually upload with wupclient.
Thats what I did & it works. I created my own images for my sysnand haxchi homebrew launcher with the title I puchased. Then another one for my rednand which can be any of the exploitable ds titles. For some reason I cant launch my purchased ds title haxchi homebrew launcher in rednand. Something to do with my NNID data being deleted.
This and uncompressedfirst image iconTex.tga use 32 bits , bootDrcTex and bootTvTex use 24 bits in photoshop .... save as ... tga .... So I solved it
I'm curious, is this what AppConfigTool in the Cafe SDK adds to TARGAs in order to "sign" them, or is it something else?its worth noting that you must have this at the end of your tga and it will work
probably. cause if i made a tga that follows the standards of said texture type(iconTex.tga for instance) but doesnt have those bytes at the end it shows up as "???" iconI'm curious, is this what AppConfigTool in the Cafe SDK adds to TARGAs in order to "sign" them, or is it something else?
Sweet! One less copyrighted application to use for my packages.probably. cause if i made a tga that follows the standards of said texture type(iconTex.tga for instance) but doesnt have those bytes at the end it shows up as "???" icon