Hi I've been looking at various games to get to know the different formats and methods used to get what you want from them, and I've been looking at Sigma Harmonics now but I have some questions to people who know more about these things then I do. First some info about the layout of the rom: The only file of particular interest is the data.cpk file, which is one of Cri Middlewares formats, a compressed filesystem. Inside the data.cpk there is ADX files for music, AHX files for voices, NFTR for fonts, RGCN for textures/tiles or what you want to call them, RLCN for palettes and RCSN for maps (NCGR, RLCN, but they are backwards NSRC no idea, not read about it yet. Most magic stamps are jumbled like that, anyone know what it means?) (tile/palette/map seem to be numbered in order, so ex. Id081234.RGCN has id081235.RLCN as palette and id081236.RCSN as map, not 100% sure though). Text files doesn't have a magic stamp that I've noticed, but they seem to be quite straight forward starting with a pointer table then after the table there's only text until the end of the file. The Text is using UTF-8 encoding (Codepage 65001 for CrystalTile2 users) Several 0 size files, no idea what they are for. EDIT2: Been looking at the files and how they are organized, here's a list of what I've found, not 100% accurate though since I've skimmed through most of it. ~191-346 Credits ~350-1133 Text Tiles ~1136-2131 Story Tiles (2087 Game Over) ~2132-3397 Mix of Text Tiles and Story Tiles ~3398-3958 Mix of unknown and 0 size files ~3359-4794 Script files. About as many .sigma files as there is script files, guessing the sigma files are pointers. A couple of 0 size files. Some script files only contain one word or sentence. ~4795-6827 .eff files. Well, no idea what they are but they all have "eff" in the top. May be animation files? eff = effect ~6828-8365 ADX and AHX files. ~8366-8389 Text Tiles. ~rest is some random story/text EDIT1: Forgot to mention that all files are extracted without any file extensions, but most files have their magic stamp (except text files as stated above and the AHX files have AHXE written at the bottom of their files but nothing at the top). Here's a screenshot of the text: EDIT: Compressed a bit more to save space. Now to my question. Although I've managed to find tiles which I know are in-game tiles I can't get them to line up properly so was hoping someone who knows this stuff could give me a pointer. Here's an example of how I can get it to look: EDIT: Screenshot deleted to not swamp the thread with img links. Problem semi solved anyways, still can't load the palette files. The last line in each "grid" is wrong and I don't know how to get it to line up with the rest. I've tried all kinds of widths and heights and offsets (slight exageration xD) EDIT: Forgot to mention that I have no idea how to load the palettes for a tile. The above is just a custom palette and not the real one for that tile. I was thinking that maybe I could give the files their proper file extensions, put them back in the data folder unpackaged and then have CrystalTile2 handle open them for me, but that's not really a satisfactory solution. (yes, I know the game wouldn't run, it would just be to get crystaltile2's nds filebrowser to kick in) Another question is how it usually works with games that have all their files in a compressed package, does changing something and then adding it back into the package break the game? Would it be possible to put it back in a cpk package but without any compression and turn of the decompress in the arm9? Sure I have more questions but this is enough for now. Thanks in advance.