I finally implemented a feature I always wanted to try related to sprites in games. The ability to export them in a standard format that supports layer.
Now graphic editors can edit the text easily without getting a clean background first.
Also importer tools can get better compression by re-using the button background across similar sprites.
As an example a sprite from a DS game in NCER format.
Yesterday I was able to finish the sprite importer for #PokemonConquest. It works quite well, but the game still crashes in some places as it ran out of VRAM.
I will need to revisit the algorithms to try to work better with the layers and tile compression.
The API is quite generic and it should work with other formats as well. Available in Texim https://github.com/SceneGate/Texim/pull/27
Time to continue working with the Spanish #fantranslation of Pokemon Conquest.
I continue from: cool now all the sprite images are corrupted :allthethings:
https://fosstodon.org/@pleonex/110089360459284164
Digging into another image viewer for Nintendo DS (Tinke) I see two issues:
- The sprite is not divided correctly into cells
- It doesn't import the image in "tiled" format, failing to detect existing tiles, duplicating image size, running out of RAM, so we get a corrupted pattern.
#fantranslation #scenegate #romhacking #nds
I have just released for the last time #Tinke. The repository is now archived.
https://github.com/pleonex/tinke
It has been a great experience to develop this tool. Thanks to it I learnt to code, discovered my passion for reverse engineering and met amazing communities.
Several years ago I started a new project with a modern design to replace it: #Yarhl and #SceneGate
https://github.com/SceneGate
It's still work in progress but I think it looks promising!
Let's keep building amazing open-source stuff.