(click on the DS icon on the top right, it will open a window containing the files of the DS, and possibly indicate compression but it is spotty there. Personally I like tiled2002 (though you might have to select all files or put *.* in the name thing to force it to open whatever you like) and crystaltile2 as actual editors. Either corrupt them somehow, or overwrite one with another and see what happens in the game.
If no evidence of compression (or an archive format that might see individual segments compressed) and the tile editors above don't yield much I would tend to go backwards from the game - usually I would dump a palette from palette memory and search for that or a fragment of it, can also get some stuff done from video memory for sprites.Īlso if you can do confirm the files named that do what you want. For those though I don't recall putting any effort into decoding them as I was after text in those games. I do wonder if it is then a quasi format shared by some devs or a common library. bin is a generic extension I have on several other occasions seen things end _spr and _pal and not just from the same publisher either. That said I am not so familiar with modern tile molester and what it means by linear mode when it says it (there are a few choices of things) so might suggest having a play with crystaltile2 or tileggd. being one of several nice tools to sort that (you probably want the basic LZ stuff).Ĭompression will see it be a mess in a tile editor. If it is 10, 11 or 40 (though 40 was a far later thing) then it might be compressed. I have not got the game in front of me to look at right now but I do have to ask what the first few bytes of the various files say?