ROM Hack Tinke 0.7.2

Kuroko Shirai

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Finally I have added to the plugin the unpack methods for SPF, SPD and SPL (they are the same) files. Here it's:
http://dl.dropbox.co...e/INAZUMA11.dll

I think that now you can unpack all the files and see all the images. (I haven't test it so much, so if you found any bug, please tell me).

Ooh nice... I can say this works very well with IE3 The Orge and I'm able to see most files... (still no luck at those cutscenes though xD), but as for IE2 Fire, when I unpack the pac_ files, it shows up another file which is also a pac_ file but it won't me unpack it unlike what happens when I go through the IE3 files following what you mentioned earlier. (when I go to data_iz/pic2d/ending).
 

pleonex

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Ooh nice... I can say this works very well with IE3 The Orge and I'm able to see most files... (still no luck at those cutscenes though xD), but as for IE2 Fire, when I unpack the pac_ files, it shows up another file which is also a pac_ file but it won't me unpack it unlike what happens when I go through the IE3 files following what you mentioned earlier. (when I go to data_iz/pic2d/ending).
What are the files? because for me they are working fine. (Some unpacked files from PKB files shows the extension pac_ but they aren't pac_ files).
 

Roxas75

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The IE plug-in is awesome, but it will be better if the files extracted from pac_ have nbfs, nbfp, nbfc extension, this is their real format. This will speed up the image reading, allows the image import too.
Thanks for all the work.
 

Anton299

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Please help. I still can't import images with Tinke.
Even when i export it, then import just exported file (without any editing at all), I get the same error "Out of memory".
Tried to make 256 color bitmap, as described above in this thread - no success. Every time when I press "Import" and choose a bitmap - I have "Out of Memory" error.

9c7e03c164e21de9bb47b466f6e55000.jpg


I need to edit "Items" title in Zelda Phantom Hourglass (for Russian translation that I make right now) - it's already repainted to Russian, as you can see, but I'd like to make this title text a bit wider than now. This title uses same picture for left and right parts of the "banner" around the word "Items" (tile map, stored in NCER file).

95608662b457e623dc98d254d63c0e4d.jpg



Are there any other tools, maybe, to EDIT .NCER/.NCGR pair of files, not just to view/extract/export them to bitmap (like OilOfVitriol for example)?
 

rastsan

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you would have to edit yourself the data in the ncer. which thankfully has been documented enough for this to happen. Its just figuring out all the terms and the area (cellbank) to edit. which means a debugger, oam address notation. find the right cell bank by finding the image in a debugger and noting that images oam address/data. It will take some work to re write a new oam address and redoing the ncgr. As you are moving tiles to put your new data in the ncgr and that will affect all the other data in the ncer.
If you want to understand this a little more see what ct2 does to nscr when it rebuilds nscr from a new image.

So not yet able to do it in tinke, but it can be done... its just a lot of trouble to do it right now.
 

Anton299

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So not yet able to do it in tinke, but it can be done... its just a lot of trouble to do it right now.

Oh... I thought so... (

I've already repainted literally all graphics, needed for translation of this game, arranging those tile "puzzles" "by hand" (CT2->photoshop->CT2)... but it seems to be an only case with "items" title, when one part of the image is used multiple times. In case of utility.bin file (wi-fi settings) there are also a tile maps, but no .ncer, so it was all done with the help of the other tool (Map Image 2), but it doesn't work with ncer/ncgr...

Ok, thanks for reply, anyway.
 

pleonex

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The IE plug-in is awesome, but it will be better if the files extracted from pac_ have nbfs, nbfp, nbfc extension, this is their real format. This will speed up the image reading, allows the image import too.
Thanks for all the work.
Ok, I will do it once when I can (I have change some internal code and now I have to redo all plugins that uses images...)

Please help. I still can't import images with Tinke.
Even when i export it, then import just exported file (without any editing at all), I get the same error "Out of memory".
Tried to make 256 color bitmap, as described above in this thread - no success. Every time when I press "Import" and choose a bitmap - I have "Out of Memory" error.
I need to edit "Items" title in Zelda Phantom Hourglass (for Russian translation that I make right now) - it's already repainted to Russian, as you can see, but I'd like to make this title text a bit wider than now. This title uses same picture for left and right parts of the "banner" around the word "Items" (tile map, stored in NCER file).
Actually you can do it, there are some things you may know to import new images to NCER like it must have 512x512 as size and it must be a bitmap of 16 or 256 colors (4bpp or 8bpp, I recommend you to choose the same depth as the original was). Anyway, the problem you have it's not problem of this, I don't know exactly why in some cases, the NET Framework show this error while trying to convert some images (from png to bmp and to 4 or 8bpp), anyway if you could send me the image, I would investigate it :).

Also you can try with the version 0.8.2 (you can download it here: http://code.google.com/p/tinke/downloads/list) because the version you're using is a develop version, that is, it can have some incomplete functions and a lot of bugs.

--------------
I know that Tinke still has a lot of errors, but I can not test every thing that I do with every file of every game I have (sometime I try to do it, like the textures BTX0) because I have no time, and I prefer to implements more things than testing. For this, I need your help reporting any bug you find, any feature you want or anything else :).

Where?, you have these options:
* Issues tab in the web proyect
* In this thread or by PM
* By email, (it's in the web proyect)
* By Twitter (sometime ago I created an account for Tinke, just to tell what I was doing, if you want I can continue using it ;) -> [twitter]romTinke[/twitter]
* In this discussion group of Google: https://groups.google.com/forum/#!forum/tinke

(Too many sites, I know, I like to test different services :)), if someone if you send something and I didn't reply in some days (one week as limit) please, feel free to send another messages (sometimes I forget to reply xD).
 

Anton299

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* In this thread or by PM
Well, I choose this way.

So, here we go.
My steps:

1. Open Tinke 0.8.2
2. Open bin file (it's actually .Narc) with my "Items" (already repainted to russian and it works in game - I want to change only this title).
3. Unpack, double click on nclr, ncer, ncgr.
4. View .ncer, go to bank #58 - can see needed picture now.
5. Save this picture to bmp.
6. Open it in photoshop - it's 512x512 RGB bmp with alpha channel (all that is in black color is an alpha channel).
7. Repaint...
8. Converting to indexed color (256 colors), using palette from original file (this pallette contains only 10 colors, by the way...)
9. Save as bmp 8 bit (no alpha).
10. Trying import new picture to Tinke.
11. Get "Out of memory" error. :)

Here is all my files: http://www.mediafire...qidth4kixgvwps2

- bin (actually .narc) file, where I need to edit ncer/ncgr (cltItemU_00000000 (9335).bin);
- "clear" bmp file, exported by Tinke (contains alpha channel, RGB .bmp) (items_tinke_export.bmp);
- edited bmp file I'd like to replace with (items_tinke_to-import_(512x512).bmp).

and to Auryn:

I'd like to replace this:
e86051bc6a127e87b8ef2f3cb636559a.jpg


by this:
48382f59644330f05e7a502f62b4c61d.jpg


and resave bin file with that new data.
Thats, basically, it. )

PS. here's some screenshots of what is already done with this Zelda. So if this "Items" question will be solved, all graphics will be 100% complete.
 

Kuroko Shirai

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What are the files? because for me they are working fine. (Some unpacked files from PKB files shows the extension pac_ but they aren't pac_ files).

Well, it's this one: http://i44.tinypic.com/dgju5c.png

In IE3, this works fine, but in IE2 in the same folder, I can't unpack it after that, as seen over there... xD;;
 

pleonex

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Well, I choose this way.

So, here we go.
My steps:

1. Open Tinke 0.8.2
2. Open bin file (it's actually .Narc) with my "Items" (already repainted to russian and it works in game - I want to change only this title).
3. Unpack, double click on nclr, ncer, ncgr.
4. View .ncer, go to bank #58 - can see needed picture now.
5. Save this picture to bmp.
6. Open it in photoshop - it's 512x512 RGB bmp with alpha channel (all that is in black color is an alpha channel).
7. Repaint...
8. Converting to indexed color (256 colors), using palette from original file (this pallette contains only 10 colors, by the way...)
9. Save as bmp 8 bit (no alpha).
10. Trying import new picture to Tinke.
11. Get "Out of memory" error. :)

Here is all my files: http://www.mediafire...qidth4kixgvwps2

- bin (actually .narc) file, where I need to edit ncer/ncgr (cltItemU_00000000 (9335).bin);
- "clear" bmp file, exported by Tinke (contains alpha channel, RGB .bmp) (items_tinke_export.bmp);
- edited bmp file I'd like to replace with (items_tinke_to-import_(512x512).bmp).
Thanks!, now I know where is the problem. I will try to fix it, once it's done I will post the fixed version here.

Well, it's this one: http://i44.tinypic.com/dgju5c.png
In IE3, this works fine, but in IE2 in the same folder, I can't unpack it after that, as seen over there... xD;;
Hehe, I know now why it wasn't working for you: we don't have the same game, because I have IE2 blizzard and you IE2 fire. It's just a little thing what I had to change, try with this version:
http://dl.dropbox.com/u/3981393/Tinke/INAZUMA11.dll
 

pleonex

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Thanks to you!
Waiting for fix )

I have finally fixed it, there were two bugs and one of them was important, so thank you so much!. But... there is a new problem, as you can see here, the imported image isn't what you want:
gallery_153592_17_3210.png


Why?, as you can see in the image it's divide by cells (from 0 to 6). The cells 0 and 1 uses the same "part" of the image (NCGR) but in the second case it's fliped with the X axe. The same things is with cells 5 and 6 and 2 a 3.
To fix this, we need to modify the NCER file and this is the next thing I'm going to do in Tinke, I don't know when it'll be finished because I'm very busy now, but I'll do. By the way, you can try with others tools (I think it can be done using CT2).

Anyway here is the fixed version (but it can (and should) contain some errors viewing other images different to NCLR, NCGR and NSCR):
Tinke rev129
 

Auryn

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Somebody in this forum should post less and work more.... anyway:

@[member='pleonex']: I was 32min too slow :( but a completed solution and not half as yours :P
To fix the double text (cell 5/6), you need to expand the NCGR as well and that can only be done by Hex editor (from what i know) but the other error (cell0/1) is something you messed because Tinke flips them but they are inverted (left right or flipped 2 times).
Anyway, i found another little error (in the last version and not in rev 129) :P
When viewing an image with the cell numbers in Tinke and when you export the image, the cell numbers doesn't match:



@[member='Anton']: I got a little present for you:

And no, I didn't use Tinke to do it, i made it by hand with an hex editor and CT2 (thanks to tinke anyway because it show NCERs especially extended ones like that one).
In the file you can download (here) you have the modified NCGR/NCER with the russian text and the file .bin ready to go to import in the rom.
 

Anton299

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Auryn, pleonex - thank you very much, both of you!

Now it looks perfect in game:
(There was untranslated texts in bin file you sent, but it's ok, I repainted them once more ("Max." and "Best Time" texts):

1ec69f9270eec3a05c899cd19e6b6f82.png



Auryn, can you please help me with one more file? :)
Same "Items", same problem - need to make it wider.
I forgot that there was one more "Items" title, in another file - cltItemD.bin
It appears when you swap screens:

f88b1ff7c2a6b02743986e49828be85a.png


Here like it looks like in CT2 ("oldstyle" repainted (thin letters):
Only 2 cells, I guess. (Left part of the banner used twice (right part is a mirrored left one).

2f923a294d4e257f7224743ff32c3ad8.jpg


I want to make it look like this:

374859110229c299be3782c3101ac6b6.jpg


Here's the files (bin + new bmp to replace with): http://www.mediafire...1dhy5lyhlng7shd
 

Anton299

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Anyway here is the fixed version (but it can (and should) contain some errors viewing other images different to NCLR, NCGR and NSCR):
Tinke rev129

Tried it - got same "out of memory" import error...
Here's my specs, If it helps:
Intel Core 2 Duo 2.33 GHz, 2 Gb RAM, WinXP Pro SP2 (32 bit), nVidia GeForce 9600 GT, .NET 4.0 installed, DX9.

Every time when I press "Import" button and try to load bmp - out of memory error appears...
 

Auryn

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Auryn, pleonex - thank you very much, both of you!

Now it looks perfect in game:
(There was untranslated texts in bin file you sent, but it's ok, I repainted them once more ("Max." and "Best Time" texts):

1ec69f9270eec3a05c899cd19e6b6f82.png



Auryn, can you please help me with one more file? :)
Same "Items", same problem - need to make it wider.
I forgot that there was one more "Items" title, in another file - cltItemD.bin
It appears when you swap screens:

f88b1ff7c2a6b02743986e49828be85a.png


Here like it looks like in CT2 ("oldstyle" repainted (thin letters):
Only 2 cells, I guess. (Left part of the banner used twice (right part is a mirrored left one).

2f923a294d4e257f7224743ff32c3ad8.jpg


I want to make it look like this:

374859110229c299be3782c3101ac6b6.jpg


Here's the files (bin + new bmp to replace with): http://www.mediafire...1dhy5lyhlng7shd
I saw it, I will try to make it when i have time.

... 2 hours later

Here you go:
http://www.mediafire.com/?n6417ji9xll5hso
 

Diabolos

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TODO list. If you don't see your request or want a new just reply to this post:
Images
  • Change OAM data (NCER)
  • Add and remove cells in NCER
  • Support CBOL (cell)
  • Support NMAR
  • Support NMCR
  • Select number of palette to use viewing images.
  • Save preferences of the control.
Sound
  • Support ADX
  • Support ADH
  • Show record GROUP
  • Change section INFO (SBNK associated to SSEQ, the same with SWAR)
  • Add and remove files to the SDAT
  • Support SBNK
  • Convert SBNK to DLS
  • Support SSEQ and convert to MIDI
  • Import MIDI to SSEQ
  • Support SSAR
  • Support encoding PROCYON
  • Support SWDL
Font (NFTR)
  • Change font size
  • Convert to TTF
  • Import TTF
  • Export to image
  • Import image
  • Create PAMC section in order
  • Strange HDWC section in some fonts
Models
  • Support BTP0
  • Show BMD0 models
  • Import textures (BTX0 and BMD0)
  • Export BMD0 to OBJ
  • Import OBJ to BMD0
  • Support BCA0
  • Support SPA
Games
  • 999 (text and some sprites)
  • GTA unpack/pack file
  • Naruto Shippuden Shinobi Rumble (images)
  • Naruto Rush Cha (images)
  • Sora no Otoshimono Forte Dreamy Season (images)
  • DragonBall Ultimate Kai, pack file
  • MapleStory DS, pack file
  • Gyakuten Kenji 2, pack files
  • Inazuma 11, pack files and images
Other file formats
  • Support AAR (pack)
  • Support PCX (images)
  • Support OGG (sound)
  • Support LUAQ (script)
  • Banner files *.bnr
  • Support SIR0 (pack)
  • Support SRL (text container)
  • Support AB and WB (pack) in Pokemon B/W
  • Pack Utility.bin
Interface and more
  • Custom table in hexadecimal editor
  • Call to plugins
  • Search files by header (first 4 bytes)
  • Custom table in TXT plugin
  • Overlay compression
  • ARM9 compression
  • Change Overlays and ARM9
  • Assembler
  • Docs... :lol:

I would like to say, your Tinke is very awesome. But it actually isn't what I wanted. I have a request, if possible. For the game-supportings, can you make it able to support Kirby Super Star Ultra? If this isn't allowed, please tell me so.

Thanks in advance,
- Diabolos
 

Auryn

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@[member='Diabolos']: Not because a game is not listed that it's not supported by Tinke.
I every case you can open Kirby with Tinke and at least see the file structure, everything else depends on how Kirby is build.
By the way Kirby is already translated in English, French, German, Italian, Spanish, Japanese and Korean; in what language do you want to translate it?? From your location could be Indian or by your flag, in thai.

@[member='Anton']: you are welcome.
Don't forget that in that file you still have Lv1/Lv2 that maybe need translation.
By the way, compliments for your work.
 
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