ROM Hack Tinke 0.7.2

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This is the first time I try Tinke and I find it great.
There's a lot of graphical options and plugins already included (hex/text/multi encoding/sound/ etc.)


I would like to replace the cursor sound in "Rhapsody ~ A musical Adventure".
I open the rom, find the sdat, explore it, then open the WAV_SE archive and there I can see and play a list of sound effect.
Though, the cursor sound seems to not be here :/
But there are 3 files which doesn't make any sound at all,maybe the cursor is part of them? but they are recognized correctly so maybe they are just empty sound files?

Then I tried to copy a sound effect to another one by extract swav -> load swav file with volume=0 (no change), compiled the new rom, but the resulted game doesn't have sound effect at all anymore.

Maybe I did something wrong, or does this game's sdat is not fully compatible yet with Tinke0.8?


Someone know how to replace "accept" sound effect for this game? the resonating effect prevent me from playing the game, the battle's sound are too much x__x


Keep working on this tool, this is a great project
smile.gif
 
Oh, this is awesome. I've been needing a WAV -> STRM converter for something.

However, I can't seem to convert an ADPCM WAV into a STRM wav. This is the error I get:
QUOTE said:
************** Exception Text **************
System.NotSupportedException: Specified method is not supported.
at SDAT.STRM.ConvertToSTRM(sWAV wav, Int32 blockSize, Int32 waveType)
at SDAT.iSDAT.btnImport_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

PCM WAV -> STRM works fine, but the STRM ends up as big as the WAV (like 10MB for a 22 kHz WAV). For some reason though, STRMs already in a game are smaller than the Tinke WAV output (I assume that's because it converts an ADPCM STRM into a PCM WAV for exporting).

I suppose I could just use PCM WAVs instead of ADPCM WAVs, but my low-quality PCM WAVs are double the size of my high-quality ADPCM WAVs, and since I plan to replace a LOT of music, the ROM would end up being enormous. So using PCM WAVs isn't feasible for me.

Is there any other way I could reduce the size of my custom STRMs somehow?
 
pleonex said:
jjjewel said:
There are these files that didn't show up correctly on your program.

They are files for Title image from Girlish Love Revolution (K) game.
It's okay if it doesn't work. I already finished editing the image (manually.)
But I think you might want something to test.
happy.gif


P.S. Love Plus's NFTR fonts didn't work with Tinke 0.8.
There are 2 fonts in the test_font subfolder.
Both of them showed "Arithmetic operation resulted in an overflow" message.
(Again, don't worry if it doesn't work. I don't really need to edit them.
I just play around with your program with the files I have.
biggrin.gif
)

Fixed both problems!, thanks for reporting.
Thank you. Can't wait for the new version.
happy.gif


Another error report.
I got this error " Esta imagen bitmap no contiene paleta de colores pues su profundidad es 32"
when I tried to edit NCBR graphic in for a game called Jaka Jaka Music.
(Not sure if I did something wrong. I loaded the NCBR file with its NCLR palette.
Clicked Save. Then even if I imported the saved image without editing, it still got this error.)

Here's the long error details.
************** Exception Text **************
System.NotSupportedException: Esta imagen bitmap no contiene paleta de colores pues su profundidad es 32
at Tinke.Imagen_NCLR.BitmapToPalette(String bitmap)
at Tinke.iNCGR.btnImport_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
The files I tried are root/sprites/plt4/drumStrokeTraining.NCBR and .NCLR and a few other files below these two.
 
ron975 said:
Well, there is a tool called MapleTrans, it unpacks the NXARC file
http://www.mediafire.com/?vmynnnzellm
Thanks, I will try to support this game.

Key_blade said:
Cool topic,but....can i hack pokemon black and white with this tool?
Yeah, you edit all the images, some sounds and the banner and header info. In the future I can try to support some scripts to edit pokemon stats and so..

Cyan said:
I would like to replace the cursor sound in "Rhapsody ~ A musical Adventure".
I open the rom, find the sdat, explore it, then open the WAV_SE archive and there I can see and play a list of sound effect.
Though, the cursor sound seems to not be here :/
But there are 3 files which doesn't make any sound at all,maybe the cursor is part of them? but they are recognized correctly so maybe they are just empty sound files?

Then I tried to copy a sound effect to another one by extract swav -> load swav file with volume=0 (no change), compiled the new rom, but the resulted game doesn't have sound effect at all anymore.

Maybe I did something wrong, or does this game's sdat is not fully compatible yet with Tinke0.8?
There was a error in some SWAV files, now it's fixed, but the error was converting the SWAV (with ADPCM compression) to WAV, not importing new WAV audio. Try to set the change volume to 180.

Prof. 9 said:
PCM WAV -> STRM works fine, but the STRM ends up as big as the WAV (like 10MB for a 22 kHz WAV). For some reason though, STRMs already in a game are smaller than the Tinke WAV output (I assume that's because it converts an ADPCM STRM into a PCM WAV for exporting).

I suppose I could just use PCM WAVs instead of ADPCM WAVs, but my low-quality PCM WAVs are double the size of my high-quality ADPCM WAVs, and since I plan to replace a LOT of music, the ROM would end up being enormous. So using PCM WAVs isn't feasible for me.

Is there any other way I could reduce the size of my custom STRMs somehow?
The ADPCM wav audio doesn't work, you can only import PCM8 and PCM16 wav files, but I want to implement the ADPCM compression, to compress imported audio. (I have to search more info). Can you upload your ADPCM wav file?

QUOTE(jjjewel @ Sep 19 2011, 07:12 AM)
Another error report.
I got this error " Esta imagen bitmap no contiene paleta de colores pues su profundidad es 32"
when I tried to edit NCBR graphic in for a game called Jaka Jaka Music.
(Not sure if I did something wrong. I loaded the NCBR file with its NCLR palette.
Clicked Save. Then even if I imported the saved image without editing, it still got this error.)

The files I tried are root/sprites/plt4/drumStrokeTraining.NCBR and .NCLR and a few other files below these two.
To import a new image (NCGR, NCBR or NCER) it must be 4bpp or 8bpp as depth, I recommend you to use the same depth as the original, that is if the original image is 4bpp (16 colors in the palette) the BMP imported should be 4bpp and the same if it's 8bpp (256 colors in the palette).
You can do it easily in GIMP (in the menu Image->Mode->Indexed).

QUOTE(andibad @ Sep 19 2011, 08:12 AM)
anyway is have plan to improve on hex editor? i hope will added search function, undo redo for manual editing XD
Yes, some day I have to improved it...
smile.gif
 
pleonex said:
jjjewel said:
Another error report.
I got this error " Esta imagen bitmap no contiene paleta de colores pues su profundidad es 32"
when I tried to edit NCBR graphic in for a game called Jaka Jaka Music.
(Not sure if I did something wrong. I loaded the NCBR file with its NCLR palette.
Clicked Save. Then even if I imported the saved image without editing, it still got this error.)

The files I tried are root/sprites/plt4/drumStrokeTraining.NCBR and .NCLR and a few other files below these two.
To import a new image (NCGR, NCBR or NCER) it must be 4bpp or 8bpp as depth, I recommend you to use the same depth as the original, that is if the original image is 4bpp (16 colors in the palette) the BMP imported should be 4bpp and the same if it's 8bpp (256 colors in the palette).
You can do it easily in GIMP (in the menu Image->Mode->Indexed).
Thank you. I can import the image now. However, I got another problem. When I imported the image, the Tile X and Tile Y would show as 256 and 256 (this is the same as the original.) But once I browse to other files, and come back the check the imported image, the Tile X and Tile Y would change to 2048 and 2048. I'm not sure if I did something wrong somewhere. The first image I imported was 256x256 and it worked with no problem and stayed at 256x256. But any other images I imported after that would get messed up with 2048x2048.

Anyway, I'm still trying to figure out what I did wrong, but if you have any suggestion on this issue, that'd be great. Thank you very much.
wub.gif
 
jjjewel said:
Thank you. I can import the image now. However, I got another problem. When I imported the image, the Tile X and Tile Y would show as 256 and 256 (this is the same as the original.) But once I browse to other files, and come back the check the imported image, the Tile X and Tile Y would change to 2048 and 2048. I'm not sure if I did something wrong somewhere. The first image I imported was 256x256 and it worked with no problem and stayed at 256x256. But any other images I imported after that would get messed up with 2048x2048.

Anyway, I'm still trying to figure out what I did wrong, but if you have any suggestion on this issue, that'd be great. Thank you very much.
wub.gif
Yes, it's probably an error (with No Tiled images right?). Can you send me the image?
 
pleonex said:
jjjewel said:
Thank you. I can import the image now. However, I got another problem. When I imported the image, the Tile X and Tile Y would show as 256 and 256 (this is the same as the original.) But once I browse to other files, and come back the check the imported image, the Tile X and Tile Y would change to 2048 and 2048. I'm not sure if I did something wrong somewhere. The first image I imported was 256x256 and it worked with no problem and stayed at 256x256. But any other images I imported after that would get messed up with 2048x2048.

Anyway, I'm still trying to figure out what I did wrong, but if you have any suggestion on this issue, that'd be great. Thank you very much.
wub.gif
Yes, it's probably an error (with No Tiled images right?). Can you send me the image?
Here you are;
http://www.mediafire.com/file/9h95ek4ts82e...usic_images.zip
Thank you very much.
wub.gif


And, yes, I believe the label showed No Tiled when I loaded them.
happy.gif
 
I was testing out STRM looping, and I can't quite get it to work right.

The STRM loops, but before it does so there are a few seconds of silence. This happens in both Tinke itself and in an emulator/on hardware. I have tried with a block size of 512 and 2, but they both produce the same result. It also happens on both short and long STRMs. Changing the loop offset doesn't seem to have any effect either.

I compiled the Tinke 0.8.1 SDAT plugin from the source, and it has the same behavior with ADPCM compression. How can I fix the loop in my STRM so that there's no silence before it loops and it just loops smoothly?
 
Prof. 9 said:
I was testing out STRM looping, and I can't quite get it to work right.

The STRM loops, but before it does so there are a few seconds of silence. This happens in both Tinke itself and in an emulator/on hardware. I have tried with a block size of 512 and 2, but they both produce the same result. It also happens on both short and long STRMs. Changing the loop offset doesn't seem to have any effect either.

I compiled the Tinke 0.8.1 SDAT plugin from the source, and it has the same behavior with ADPCM compression. How can I fix the loop in my STRM so that there's no silence before it loops and it just loops smoothly?
Well, at least the ADPCM compression works
smile.gif
, can you send me your WAV file? I don't know why you've got this error, because I have tested it with some sounds and it works...:S
I'm doing now the option to select the loop start from seconds and milliseconds
 
When trying to mass-extract all files in an SDAT:

QUOTE said:
************** Exception Text **************
System.ArgumentException: Illegal characters in path.
at System.IO.Path.CheckInvalidPathChars(String path)
at System.IO.Path.GetFileName(String path)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at System.IO.File.WriteAllBytes(String path, Byte[] bytes)
at SDAT.iSDAT.RecursivoExtractFolder(Folder currFolder, String path)
at SDAT.iSDAT.RecursivoExtractFolder(Folder currFolder, String path)
at SDAT.iSDAT.btnExtract_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

The file path was Z:\, the SDAT was sound_data_z1.sdat in Mega Man Zero Collection.
 
New version 0.8.1 out!
Download page

Changelog:
QUOTE said:
*** BTX0 textures supported (view only)
** Game 999HRPERDOOR (Nine Hours, Nine Persons, Nine Doors) supported
- SIR0 files in folder /cha
** Game EDGEWORTH (Ace Attorney Miles Investigation) supported
- Unpack and pack support to the file romfile.bin
** Improved Image plugin: import and export palette in Window Palette format
* Improved plugins NARC and LASTWINDOW, now the extract function is faster
* Added multifile importer function
* Improved plugin Font
- Added support for encodings shift-jis, unicode and unicode bigendian
- Select char from the map char image.
- Support for rotateMode value.
* Improved plugin SDAT
- Compress imported audio with PCM8, PCM16 or IMA-ADPCM
- Fixed problems importing new SWAV and STRM audio
- Improved PCM8 codification.
- Select loop start with Seconds, MilliSeconds or Samples
* Improved french translation by Valioukha
* Fixed problem saving new NCGR/NCBR files
* Fixed reading problem in NCER
* Supported NCER files with 0x04 as blockSize
* Fixed problem with "Change transparency color" in NCER files
* Fixed hotkeys
* Fixed important bugs

NSBTX support
btx.PNG
 
pleonex said:
New version 0.8.1 out!
Download page
Yay~! Thank you very much. There are files I really need to test with your new version.
I'll report later how it works.
biggrin.gif


Edit: Here's some bug report.

(Most of the files I tested worked wonderfully. I only report the ones I found not working.
happy.gif
)

- Love Plus's NFTR fonts
The files can be loaded and viewed with no problem in v 0.8.1 but there's some bug when I tried to edit a character. When I click mouse on the graphic, the dot doesn't show up where I click but it shows up somewhere else. Ex. If I click at the top left corner of the grids, the dot will show up at the bottom left corner. (This might be because of the 90 degree rotation for these fonts.)

- The ~ sign in NFTR fonts
I tried some Japanese LC fonts. (They are standard Japanese fonts used in a lot of games, including Love Plus.) There's bug for the ~ sign. (Normally in the character map, it's right after z { | }) The Char code should be 0x7E but it's 0x00 in your program and it shows up as a blank block on the preview panel when I type.

- Some NCER/NANR files don't show up correctly
Here's one set of files from Love Plus that seemed to have some problem with NCER/NANR view.
http://www.mediafire.com/file/4ahxc6v4r7jc...ePlusTitle.narc

(Again, it's fine if you can't fix them. I just want to help by reporting bugs I found.
biggrin.gif
)
 
jjjewel said:
- Some NCER/NANR files don't show up correctly
Here's one set of files from Love Plus that seemed to have some problem with NCER/NANR view.
http://www.mediafire.com/file/4ahxc6v4r7jc...ePlusTitle.narc

(Again, it's fine if you can't fix them. I just want to help by reporting bugs I found.
biggrin.gif
)
First, thanks for your report
smile.gif


I'm investigating the NFTR font file it's a problem with this type of font that need to be rotated...

About the image you sent me, where is that file in the rom? it's not a problem of my program, the problem is on the NCLR (palette) file because it should be 4bpp as depth, but it's 8bpp (this value is in the file, it should be 0x03 but it's 0x04), so to see the image correctly you must click on the button "Change the depth" when clicking on the NCLR file.

Regards!
 
pleonex said:
jjjewel said:
- Some NCER/NANR files don't show up correctly
Here's one set of files from Love Plus that seemed to have some problem with NCER/NANR view.
http://www.mediafire.com/file/4ahxc6v4r7jc...ePlusTitle.narc

(Again, it's fine if you can't fix them. I just want to help by reporting bugs I found.
biggrin.gif
)
First, thanks for your report
smile.gif


I'm investigating the NFTR font file it's a problem with this type of font that need to be rotated...

About the image you sent me, where is that file in the rom? it's not a problem of my program, the problem is on the NCLR (palette) file because it should be 4bpp as depth, but it's 8bpp (this value is in the file, it should be 0x03 but it's 0x04), so to see the image correctly you must click on the button "Change the depth" when clicking on the NCLR file.

Regards!
Thank you very much. I still couldn't get it to work, but I'll try it later.
For the image, the files are from Love Plus rom's /arc/title.bin. The files need to be extracted from title.bin first though. (The tool is the Txrc/Arc/Bin Dumper from TLWiki's hacking page http://tlwiki.tsukuru.info/index.php?title=Love_Plus#Hacking )
 
pleonex said:
Changelog:
** Game EDGEWORTH (Ace Attorney Miles Investigation) supported
- Unpack and pack support to the file romfile.bin

About this feature, what does [DDD] or [UUU] means ?

Also, all not subfiles are raw *.bins, you can tell by looking the header.
eg 3791 to 3837 are *.nsbmd
 
hackotedelaplaque said:
pleonex said:
Changelog:
** Game EDGEWORTH (Ace Attorney Miles Investigation) supported
- Unpack and pack support to the file romfile.bin

About this feature, what does [DDD] or [UUU] means ?

Also, all not subfiles are raw *.bins, you can tell by looking the header.
eg 3791 to 3837 are *.nsbmd
The [***] is the header of each file unknown (if it can be displayed in "ascii" chars) , I can not get the extension of BMD0 files because they are compressed, so in order to do it I should decompress it and it will take a long time...

So, the solution can be to create a list with the ID of each file and their extension/format (with a lot of pacience
smile.gif
). But... this information (name and extension) should be in the other root files (like dtb.bin) no?

EDIT: The problem with fonts NFTR with rotateMode has been fixed!
 

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