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It's very easy to get the palette and tile data of a bitmap file with 16 or 256 colors. The program doesn't export the images to BMP because by default the NET framework save the images as PNG files and if you select the format as BMP, the image will be saved with 32bits per color (that is with million of colors and not supported by the program because a NDS image can not have more that 256 colors (8bpp)). So doesn't matter if the export image is PNG or BMP because won't be supported again by the program.andibad said:SWD SED ect on PMDEoS music format will supported too? i want to can rip pokemon mystery dungeon explorer of sky without record from emulator :/
Maybe I will be able to support SWD files because they are wave file, by the other hand, SED files are SEQ (like MIDI) and by the moment any SEQ file (like SSEQ in SDAT files) are not supported.
I will try now to convert a SWD to WAV
EDIT 1:
QUOTE(Team Fail @ Aug 19 2011, 06:27 PM) EDIT: Quick question. Why does it export as .png but only import .bmp images? I find that a bit odd.
In the next revision, I want to create a Bitmap file from NCLR+NCGR files so this bitmap will have 16 or 256 colors and can be imported again in Tinke, that is, not using the Net Framework methods.
EDIT 2:
I have been searching some information about SWD and SMD files, they are sound files by "Procyon Studio Digital Sound Elements" and have a special compression that I'm trying to import to Tinke (this compression is also used in some SADL sound files).
A combinations of SMD+SWD produced a sequence sound file, so by the moment I will try to get only the SWD soud file that is wave audio data (most probably it will contain the instrument audio data, like SWAV+SSEQ)