+  RHDN Forum Archive
|-+  Romhacking
| |-+  ROM Hacking Discussion
| | |-+  how to decompress .bin from out of a .nds file
Pages: [1] 2
Author Topic: how to decompress .bin from out of a .nds file  (Read 2 times)
HollyGU
Guest
« on: September 10, 2008, 01:25:19 pm »

Alright so basically I'm trying to decompress a .bin data archive(not an image/ISO), or call it whatever you will. So I've unpacked the .nds file with DSLazy(harvest moon cute for anyone who is wondering) but all I'm left with is a ton of .bin files which i can't access so i wanted to know if any tools to deal with this currently exist? If not what would be the best way to decompress/hack the .bin files? Help would be much appreciated, thanks.
Ryusui
Guest
« Reply #1 on: September 10, 2008, 01:29:04 pm »

Are you certain they're compressed and not just unimaginatively-named?
HollyGU
Guest
« Reply #2 on: September 10, 2008, 01:34:45 pm »

I'm pretty certain but i have been wrong before, any ideas?
Ryusui
Guest
« Reply #3 on: September 10, 2008, 01:56:59 pm »

What kind of filenames are you looking at?
DarthNemesis
Guest
« Reply #4 on: September 10, 2008, 01:59:28 pm »

None of them look compressed to me. A bunch have pointer tables at the start.
HollyGU
Guest
« Reply #5 on: September 10, 2008, 02:00:57 pm »

Not sure if this is what you mean.

NDS_UNPACK\\data\\chara
animal.bin
boy.bin
character.bin
desktop_.ini
enemy.bin
extrachar.bin
girl.bin

And it goes so forth for everything else script, items, maps etc.
DarthNemesis
Guest
« Reply #6 on: September 10, 2008, 02:09:07 pm »

Yeah, none of that stuff is compressed.


(8bpp linear, palette @415364)
rmco2003
Guest
« Reply #7 on: September 10, 2008, 02:10:22 pm »

Wow that format practically handed out its' data on a silver platter Roll Eyes
Ryusui
Guest
« Reply #8 on: September 10, 2008, 03:39:25 pm »

That's the sweet thing about DS ROMs: they like to keep their palette data and graphics in the same files. :3
HollyGU
Guest
« Reply #9 on: September 10, 2008, 10:05:14 pm »

Awesome darth, so how exactly did you open the file?
Ryusui
Guest
« Reply #10 on: September 10, 2008, 10:11:23 pm »

Just open it in Tile Molester and use the settings he gave. 8bpp linear codec, import palette from 415364.

The files aren't compressed in the least; they're just unhelpfully named. Imagine the ROM in this case as a shelf full of cans all labeled "CAN" in big bold letters. That doesn't mean you can't open them and find carrots or beans or vienna sausages ready-to-eat; it just means you have to do a little bit more work to figure out which is which.

Death Note: The Kira Game, by contrast, is more like a convenience store where everything is in helpfully-descriptive packaging and grouped with similar items on the same aisles.
HollyGU
Guest
« Reply #11 on: September 11, 2008, 02:47:03 am »

Alright so i got Tile Molester 0.16 but err i don't see any .exe files to launch it, i really appreciate you guys being so patient with me, but I'm new too all this. Also there are files in the NDS_UNPACK\\data\\sound directory they have extensions such as;

sound_data.sadl
sound_data.sarc
sound_data.sdat
Any idea's how to open these?
DarthNemesis
Guest
« Reply #12 on: September 11, 2008, 03:01:32 am »

Tile Molester is a Java program, so as long as you have a Java runtime installed (who doesn't?), open tm.jar.

As for sound data, there are some utilities that can extract them - sdattool, VGMTrans, etc.
Here are some pertinent links:
http://gbatemp.net/index.php?showtopic=82825
http://www.ds-scene.net/?s=viewtopic&id=1358#4
http://d.hatena.ne.jp/loveemu/searchdiary?word=*[NDS]
HollyGU
Guest
« Reply #13 on: September 11, 2008, 03:19:02 am »

Alright i think i almost have this down, one thing i don't understand so far(v.v) you guys said 8bpp linear, palette @415364
So i change the codec >8bpp linear
But where do i change the palette? too 415364?
DarthNemesis
Guest
« Reply #14 on: September 11, 2008, 05:55:00 am »

Palette -> Import From -> This File
Pages: [1] 2  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC