Hello! It’s my first time posting here about hacking, because I need help with something that I couldn’t find any info about.
I’m trying to translate Livly Garden, a Japan-only game that I love and played many times before. I’m no professional translator and honestly I’m trying to do it mostly for fun and because hacking/programming fascinates me quite a bit. I have some basic knowledge when it comes to hacking and have already successfully replaced some text, as well as wrote a couple of simple tools in lua for my own convenience.
I could probably do a decent translation just by working with the simple message files, but I also want to translate the graphics with text on them as well. And that’s where the issue is. There are some graphics that I can easily find in crystal tile and it’s mostly some backgrounds and a few other things I don’t really care about. The graphics that I actually want to look at and edit seem to be hidden away in .bnd (bundle?) files. They’re all appropriately named, eg. “item.bnd”, “skill.bnd”, “flower.bnd”. Many of them also have some matching “i_” files (eg. “i_item.bnd”) that I didn’t look much into yet but they’re usually smaller and seem to have the same kind of contents.
Looking inside with a hex editor, I can see many NPAC/CAPN files, palettes, and animation data. I’m focusing on the NPACs, which have compressed NCGR files in them. These files seem to have some important data in them before the NCGR (aside from the header which I know has the file length in it), as when I change any of the values there, the game freezes when it’s supposed to load the sprite. That data seems to be different for every single NPAC and I don’t know what is the importance of it, as well as I don’t know exactly how the graphics are compressed.
So yeah, I’ve been looking at them and fiddling around with them for a few days now, and aside from writing down some random notes I really have no idea how to get those graphics out, even less so recompressing them later to put them back in the rom. Other things like pointers and such I can probably figure out fine if I will need to.
Here's an image of a separated NPAC, it goes on for a little bit more beyond the image but I don't think there's anything special there. I also included my messy breakdown notes, keep in mind I'm guessing a lot there so I don't know how helpful they are but hopefully at least a little.
I am unsure if I am allowed to send any files, but if it's fine and someone would want to look at an NPAC or .bnd file, then I can provide.
Anyway, sorry for a lengthy post, and a thank you in advance for any help, hints or tips!
I’m trying to translate Livly Garden, a Japan-only game that I love and played many times before. I’m no professional translator and honestly I’m trying to do it mostly for fun and because hacking/programming fascinates me quite a bit. I have some basic knowledge when it comes to hacking and have already successfully replaced some text, as well as wrote a couple of simple tools in lua for my own convenience.
I could probably do a decent translation just by working with the simple message files, but I also want to translate the graphics with text on them as well. And that’s where the issue is. There are some graphics that I can easily find in crystal tile and it’s mostly some backgrounds and a few other things I don’t really care about. The graphics that I actually want to look at and edit seem to be hidden away in .bnd (bundle?) files. They’re all appropriately named, eg. “item.bnd”, “skill.bnd”, “flower.bnd”. Many of them also have some matching “i_” files (eg. “i_item.bnd”) that I didn’t look much into yet but they’re usually smaller and seem to have the same kind of contents.
Looking inside with a hex editor, I can see many NPAC/CAPN files, palettes, and animation data. I’m focusing on the NPACs, which have compressed NCGR files in them. These files seem to have some important data in them before the NCGR (aside from the header which I know has the file length in it), as when I change any of the values there, the game freezes when it’s supposed to load the sprite. That data seems to be different for every single NPAC and I don’t know what is the importance of it, as well as I don’t know exactly how the graphics are compressed.
So yeah, I’ve been looking at them and fiddling around with them for a few days now, and aside from writing down some random notes I really have no idea how to get those graphics out, even less so recompressing them later to put them back in the rom. Other things like pointers and such I can probably figure out fine if I will need to.
Here's an image of a separated NPAC, it goes on for a little bit more beyond the image but I don't think there's anything special there. I also included my messy breakdown notes, keep in mind I'm guessing a lot there so I don't know how helpful they are but hopefully at least a little.


I am unsure if I am allowed to send any files, but if it's fine and someone would want to look at an NPAC or .bnd file, then I can provide.
Anyway, sorry for a lengthy post, and a thank you in advance for any help, hints or tips!
Last edited by sissi6,