It actually doesn't matter if it'll take a lot of work or not.
When i know, what i have to do and how, it can take as long as it want to.

It takes a little bit of work. Console and handheld games don't store graphics in formats that typical graphics programs like Paint or Photoshop can open on their own.
You'll need something like Tile Layer Pro or Tile Molester - and that's assuming the graphics aren't compressed. Once you find the graphics, you'll also need to find the palette data: it might be in the same file, or it might be in another. The easiest way to tell if a DS file has palette data is to open it and search for the magic ID (that's a real term, BTW) "TTLP" - that's "PLTT" ("palette") stored in little-endian format.
Yes i thought so. I tried Tilemolester, but it couldn't open any files in the unpacked ds rom (now i know why).
I actually checked the pwf/tbl file pairs this morning. It doesn't seem like a very complicated archive format. Just fixed length strings, pointers and such. I think I might write some parsing code when I am done with playing the new zelda game.
You mean the wpf and tbl files of Hotel Dusk? Does writing a "parsing code" mean decompress the wpf files?
How much work would that be?
He need splitter and decompressor.
Yes, the tbl are the file list and the the offset in the wpt file (even if the files names are repeated on top of each file inside the wpt).
The text files use probably a slide window compression because there are FF every 8bytes but I don't know if the graphics use the same compression.
I did only understand the first sentence, sorry...

Decompressing this wpf/tbl files is a lot harder than i first thougt...
There seems to be no chance for me alone to do this.
I'm really relying on you... i need this artwork really bad.