.z files from my coach games

Discussion in 'NDS - ROM Hacking and Translations' started by omarrrio, Oct 4, 2012.

Oct 4, 2012

.z files from my coach games by omarrrio at 12:50 AM (1,084 Views / 0 Likes) 8 replies

  1. omarrrio
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    Member omarrrio GBAtemp Advanced Fan

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    Greetings, I've been struggling with the translation of my Japanese coach to french, and there are some little images i need to translate aswell, so i've been messing with the compressed .z images, and i couldn't find a single solution to unlock it's content to be readable, so can any of you guys help me ?
    here is a sample : http://www.mediafire.com/?rv2g67cb6j7iazd
    the image in there is supposed to be this: [​IMG]
    i couldn't find anything, Tinke decompresses the .z files to a similar compressed file (the file in the link is uncompressed by tinke),and in windows only winzip is able to open and extract .z files, but obviously it only reads the file extension, so error when trying to read content.

    Thank you, Omar.
     
  2. jjjewel

    Member jjjewel GBAtemp Maniac

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    First off, open the decompressed .z in CrystalTile2.
    In Hex Editor view, move your mouse (or cursor) 4 bytes from the start. (That's at 0x04 position) And right-click, Data->Palette.

    (For some reason I can't upload picture. If it doesn't work, let me know. I can upload picture in MediaFire or something.)
    Big image under spoiler tag.
    Warning: Spoilers inside!
    Change to Tile view and change these values on Properties tab.
    Offset: A0C
    Scale: 200
    MAP/OAM address: 248
    width: 256
    height: 192
    Tile form: GBA 8bpp
    image pattern: Map

    And you should be able to view the image.
    Then export image to edit and import it back.

    *Note: I'm not sure how CrystalTile2 handles Map. You might have to try to avoid adding text to the solid background.
    (Ex. On the SPACE tab. There are tiles around it with blue backgroud. Try to stay away from adding text to that blue area otherwise the imported image might mess up.)

    If you can request Tinke plug-in from pleonex, it might work better than CrystalTile2. The images in this game have image/palette/tile like NCGR/NCLR/NSCR but without any headers.
     
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  3. Auryn

    Member Auryn GBAtemp Advanced Fan

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    Another person that rely too much on programs instead of look at the file itself.
    My tip for you, open some NCLR, NCGR and NSCR in hex editors, see how they look like and then look at your decompressed file.
    [​IMG]

    By the way, they are normally compressed ID10 so any program can decomnpress them that can handle ID10.
    It's very rare that a program like winzip / winrar / winace can help you in a nds game.
     
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  4. omarrrio
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    Member omarrrio GBAtemp Advanced Fan

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    thank you both for your reply, and Auryn,i did look at the hex of each file and saw taht some how it looks like a pallet and it is actually without headers, but i just couldn't view it, thank you guys :)
     
  5. Auryn

    Member Auryn GBAtemp Advanced Fan

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    Yes, first you have the palette, then the map file and then the graphic data.
    For palettes you can mark the hex values in CT2 and right click them > "data to palette" and it will convert the hex values in the actual palette,
     
  6. omarrrio
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    Member omarrrio GBAtemp Advanced Fan

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    so far the game text is really easy to edit, but the graphs, maybe compressed under one compression, but the data isn't the same for every .z file sadly :(
     
  7. Auryn

    Member Auryn GBAtemp Advanced Fan

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    example??
     
  8. omarrrio
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    Member omarrrio GBAtemp Advanced Fan

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    the font files, they are literally a normal pointer file, points to every image, but i can't get it to show the image of every character clearly, it seems that the idiot my japanese coach game makers did add ç é è à and other special chars, but they forgot ê, which is really important in french.
     
  9. Sliter

    Member Sliter GBAtemp Addict

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    hey sorry for dig up this thread but I want to mess with this "seris" as well, to be honestly mostly with the Japanese and english coach to make them in portuguese, butI have no idea where are the text / graphics and how to convert to edit them x3x I'm tring with Tinke and I have no idea how to do stuff :v
     

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