
rastsan said:well see someone is translating this and someone else is helping them with the pak files on that thread. link to thread?
read and notice normatt is doing something all you need to do is wait... or ask them
Even then did you come across the xentax forums and the multitude of pak file types there.
this whole thread could have been avoided if you just paid more attention...
not trying to be mean but did you even take look at the file structure yourself?
did you see the pointer table. notice what appears to be files with segmentation. these things need to be analyzed and that takes time. just posting and waiting as little as you have, oy. I am not even sure what type of compression is being used. So instead of complaining you could look some of this stuff up yourself.
decompression
nds compression types
file padding
pointer tables
heck have you even looked at in hex yet to see if it is even compressed or just a file with .pak added to the end?
I shouldn't be grumpy over this. But why aren't you asking on the thread for translating this game how you could help? or what the person who is making the tools has learned... or even better just wait...
normatt if you read this would you mind posting your .pak tool(s) please along with and file structure info you may have gleamed? thank you....


Normmatt said:The files contain no encrypted contents and the file format is simple. If you can't atleast work that out your not going to get far hacking this game.


rastsan said:@ Yugix
to get the first nftr I had to use emeditor and view the FONT_NFTR.pak file in binary hexadecimal mode. I copied pasted to a new file then saved that new file in the same mode. opened that file in ct2. Got a fully working nftr. If you need me to upload this file let me know. that first font is 4 color 8 by 16.

rastsan said:well in this case it literally goes right to the start of the other rftn. easier to "bookmark" every rftn and just watch what you are copying over. Oh you have to go right up to the "r" so those last 2 zeroes are copied too. so the first 90 or so bytes are not needed of that pak file.
Like I said just copy from rftn to the beginning of the next rftn and paste into a new file or in this case the binary for it"52 54 46 4E". Which I should have been more clearer about as you are viewing this file in binary hexadecimal view. so from one 52 54 46 4E to just before the next 52 54 46 4E...
the second font is just the numbers/ math signs. 6 by 8, 8 colors, antialias, shift jis. font3 almost the same thing 4 colors, 6by7, numbers again. Font 4: 8 color 8 by 16 (kinda pretty this one, not a japanese font has english).
font5: 4 colors 12 by 16 (so far all are antialias) more characters than font4.
font6: 2 color 12 by 12 less character than font 5 more than font4.
font7: 4 color 14 by 16 eh... might be easier just to upload them...
font8: 16 colors 16 by 16. (I think I might use this i one of my other projects after I tinkle with it a little for the graphic edits, meh I already made three custom fonts just for it but this one with just a little work.... sigh)
so over 8 minimum fonts the control codes for editing the text in this game must be "scary". I hope there isn't any hardcoded ones in the overlay or the arm9, that would add even more of a pain.
If you are going to re-insert just make sure the files have the exact same file size... or update the pointers that you can easily see just before the first font. If you need help with this let me know, I'll be happy to.



rastsan said:I am curious if you did just one font or all the japanese fonts in the pak? If you did do the last font how did you do it? (If you know the font it uses specifically that would be even better?!)
Oh I went into detail so I can point other people to this thread later even though there are way better guides out there. Being able to ramble like this is sometimes better for people who are having trouble understanding things. As sometimes they feel better about asking those questions. (It helped me get it straight in my head too).