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TechokamiCreated:
The only issue is that it's impossible to find a good editor with bitmap transparency support. The only one out there is Pixelformer.
Actually I found a decent, working way to go from any regular graphics format to 16bpp RGBA. I told you on the IRC already, but for everyone else... 1) Open your image in The GIMP. Make sure it is 512x512 pixels in size, and you have set your alpha (transparent) pixels properly. 2) File -> Export, and from the list of formats to export to, select Silicon Graphics IRIS image, and name your file "image.rgba" (with the .rgba extension). Select "no compression" when prompted. 3) Now, using ImageMagick, run this command in the same folder as image.rgba:
convert -size 512x512 -depth 8 image.rgba -channel R +level 0,31 -evaluate multiply 2048 +channel -channel G +level 0,31 -evaluate multiply 64 +channel -channel B +level 0,31 -evaluate multiply 2 +channel -channel A +level 0,1 +channel -channel RGBA -separate +channel -channel R -evaluate-sequence add  +channel -depth 16   R:image
You now have a file named "image" that is the exact same raw format as SmileBASIC uses for GRP data.

You can also use PVRTextTool from PowerVR Tools & SDK. You should install only PVRTexTool If you go to File > Wrap raw data you can adjust the settings and can load a GRP file, then go to File > Save image to save it as a PNG. You can also load a proper 512x512 24bpp RGBA PNG and use the recode feature to make it a 16bpp RGBA 5551. Remember to uncheck the "Generate MIPMaps" box Save it as a PVR texture then delete the first 67 (0x43) bytes from the file, change the extension from PVR to GRP and and you'll have it ready for uploading to SmileBASIC through PetitModem.

I can't seen to get Tile Molester to work. Is there any other program that I could use?
Can you explain what you mean by how it's not working? You go to View -> Codec -> 16bpp RGBA (5551) to use the correct encoding, then View -> Mode -> 2-dimensional to format the data properly, then Image -> Canvas Size to set the Columns setting to 64. That's all you need to do. Or are you not able to get the program started? You need Java installed to run it.
When I try to open the .jar file I get an error.

When I try to open the .jar file I get an error.
Did you install the latest version of Java?

When I try to open the .jar file I get an error.
Did you install the latest version of Java?
Yes

ok, now we have an image editor http://www.smilebasicsource.com/page?pid=69

When I try to open the .jar file I get an error.
Did you install the latest version of Java?
Yes
Can you post the exact error, please?

I got it working. I had to copy some files.

By the way, there's an "english" link on the top right of the download page. Maybe that should be linked on the OP instead.

By the way, there's an "english" link on the top right of the download page. Maybe that should be linked on the OP instead.
That wasn't there when I made the thread, but I edited the OP to go there instead.

Updated the aseprite mod. Now it loads and saves dumped files too (no need for hex editiing).

How do I use this? I am having trouble getting it to work.

How do I use this? I am having trouble getting it to work.
To use it properly (for sending files back and forth between the PC and the 3DS without errors) you need a TRRS male to male audio cable and pretty sure a headset splitter adapter as well.

Ok, I finally got it to pick up sound. But now it refuses to save the data. Type mismatch in 0:562(SAVE) EDIT: Nevermind, I found out what was wrong.

Ok, I finally got it to pick up sound. But now it refuses to save the data. Type mismatch in 0:562(SAVE) EDIT: Nevermind, I found out what was wrong.
Please tell us what you did wrong, and how you fixed it!

I had the file name have lowercase so I changed it to all caps.

Hey there folks. How do I send GRPs from the 3DS to the PC? Loading the GRP file in PM results in a Type mismatch error. I thought I'd have to use the LZSS library to turn the GRP into a PZG, but I can't. The ZLSS lib has a syntax error. I'm out of options, help! EDIT: Ehh, there's an updated version of the stuff here, but it's not on rei's website? Why is this? urrr EDIT AGAIN: ugh nvm, just me being a moron again bleghhh

I found a video that shows how to make a cable for the modem: https://www.youtube.com/watch?v=IwkGDWmEBOo (I haven't tried it yet, so I can't confirm if it works) Edit: I can confirm that petit modem does work on an old 3DS (I haven't tried the cable yet) I found a good way to do it without getting a special cable. I have a cable where one end has 4 contacts (plugged this into the 3DS) and the other end has 3 (plugged into microphone plug on my computer). The cable has a microphone on it, and I put it near one of the speakers on my computer.

I was thinking about this data transfer dilemma. Another possible way to transmit data would be to use the screen. Each pixel has 3 color channels that could each store a byte of data. With the upper screen having a resolution of 400x240, that gives us 96,000 pixels of data to work with. Multiply that by 3 bytes per pixel and we can send a maximum of 288,000 bytes of data in one screenshot. You could then use the Home button to save the screenshot into your Miiverse, and then access it from PC. Maybe throw it in your Miiverse album and then probably delete it when you are done. Of course, then you just need a program that can read the image on the PC and one on the 3DS. You also would want to make both programs allow you to import multiple images worth of data in a row in case 288,000 bytes isn't long enough for the transfer in question. The screen can output twice that in 3D mode since it has to make one image for each eye, but taking advantage of that would be quite difficult and probably not worth it. There is a problem though. The documentation for the GSPOIT command says "The return value may not be the same as the value specified at the time of drawing because it has passed through the internal color representation". This throws a bit of a wrench into things and while it can potentially be worked around, it will surely reduce the total amount of data that can be transmitted in one image. You could potentially also use cameras to transmit the image, but this would introduce distortion and so may not be the best way to go.

I was thinking about this data transfer dilemma. Another possible way to transmit data would be to use the screen. Each pixel has 3 color channels that could each store a byte of data. With the upper screen having a resolution of 400x240, that gives us 96,000 pixels of data to work with. Multiply that by 3 bytes per pixel and we can send a maximum of 288,000 bytes of data in one screenshot. You could then use the Home button to save the screenshot into your Miiverse, and then access it from PC. Maybe throw it in your Miiverse album and then probably delete it when you are done. Of course, then you just need a program that can read the image on the PC and one on the 3DS. You also would want to make both programs allow you to import multiple images worth of data in a row in case 288,000 bytes isn't long enough for the transfer in question. The screen can output twice that in 3D mode since it has to make one image for each eye, but taking advantage of that would be quite difficult and probably not worth it. You could potentially also use cameras to transmit the image, but this would introduce distortion and so may not be the best way to go.
Miiverse uses the lossy JPEG compression, so your image isn't going to turn out the same way. Wouldn't work, sorry.