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Messages - PhOeNiX

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Personal Projects / Re: Suikoden German Translation PSX
« on: July 22, 2015, 04:45:52 am »
Hi there,
me and my collaborators have been working on this for an italian translation of Suikoden.
We managed to properly change this graphics as well. If you want, we can send you the PSD template. This way your work on this should become easier.

Beware that it iwll still be a bit difficult to finish the job, but I think it is better than nothing.

Programming / Re: PGD file manipulation (PSP)
« on: March 03, 2015, 09:56:15 am »
If I recall well, there is no tool available that is able to re-encrypt pgd files.
But as far as I understand, it uses AES encryption, so, there should definitely be a way to adapt current DEcrypting tools
to also encrypt back your files..
The most documented and well written code I am aware of, for decrypting PGD files can be found at

Function decrypt_pgd in file is what you need to check.

Actual decrypting should take place in file

Programming / Re: PS1 (MIPS) random number generation?
« on: February 13, 2015, 01:37:41 pm »
Shouldn't the game have the C standard function "rand" included?

Newcomer's Board / Re: PSX VRAM - Compressed graphics
« on: February 13, 2015, 01:21:44 pm »
Using the VRAM will require the use of an emulator that can break during a DMA transfer. I am not aware of such emulators (maybe no$psx?). The best way is to dump the RAM instead, in search of the decompressed graphics.
Beware that the game may remove the decompressed graphics as soon as it gets transferred to VRAM.

Programming / Re: Command-line IPS generator for Windows?
« on: January 05, 2015, 11:01:42 am »

This one runs perfectly fine on my Windows 8 64-bit machine.

Altough the description of the old DOS version says it is a patching utility, it is actually able to create IPS patches.

Newcomer's Board / Re: How to export files from PS2 ISO? :D
« on: October 23, 2014, 06:58:27 am »
For editing PS2 ISO's, you should use either CDMage (the one with the import function) or Apache 3. Apache 3 can be found on this site at

CDMage can be found here

October 23, 2014, 06:59:55 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Both tools allow to reinsert files in the ISO, given that you don't change the size of the file you are going to insert. Rebuilding the whole ISO will require some more magic. Moreover, many games, do not use the standard ISO9660 file system to access files, thus, just rebuilding the ISO might not work properly.

ROM Hacking Discussion / Re: PSP image format using "xt." magic
« on: September 26, 2014, 05:47:23 am »
Well, I would just need some more xt files to understand better the header format. Maybe, via PM?

ROM Hacking Discussion / Re: PSP image format using "xt." magic
« on: September 25, 2014, 10:16:13 am »
If the format is not too complex, I may try to implement it into Rainbow, if you want: But, it would be better to have some other example files, to understand what the header bytes mean.

Hopefully that was easy to understand and I'm not telling you something you already knew...

Yes, I already knew how to reencode the image. I was mainly talking about the fact that it would require to write a custom tool, in order to encode the image back to this format. Since I don't remember tools like tile molester to support such an encoding with multiple palettes.

News Submissions / Re: Utilities: Rainbow: texture format converter
« on: July 21, 2014, 05:08:46 am »
It seems that someone at XentaX managed to find something out about this texture format. It seems to be used by many games: Star Fox Assault, Naruto Shippuden:Ultimate Ninja Storm 2, Eternal Sonata, Dragon Ball Z: Burst Limit.
The guy that was working on this format also says "But there was something else... *thinks* ah...., .nut files! I remember them from Tales of Symphonia (PS2 version)! They had TIM2 instead of NT*3"
From what I understand he explains that the textures he found in Tales of Symphonia for PS2 were NT*3 images (aka .nut), but with a different header. Maybe the TIM2 format that I implemented in Rainbow is a more generic texture container. Could you please send me some nut files? I would like to check if the structure of this nuts files is the same.
Maybe the raw pixel data is encoded in a console specific format, but the container should be the same.

Here you can find the discussion
You will require to make a donation in order to log in. I just used the Google cache to read the thread.

July 21, 2014, 10:48:14 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I got some nut files from this game. It seems that the container is pretty similar. The main difference is that the images are tiled with a tile size of 8x8. I found two different encodings as for now: 4bpp and 8bpp with 16bit palettes. Here is how the first texture of the font .nut file should be (with an almost right palette):

It does work on Windows 7. It is written in java, and it requires the JRE installed.

You should really check out the tool jpsxdec. Is the only tool that come in my mind that should be able to decode this game's video streams. The documentation of jpsxdec should also give you some advice on how you can aff subtitles by injecting PNG frames in the original video instead of recreating it from scratch.

News Submissions / Re: Utilities: Rainbow: texture format converter
« on: July 16, 2014, 04:12:33 am »
As for now, the priority would be GIM textures, since I am working on some PSP game right know. When GIM support is implemented, yes, I I'll move on other platforms that lack support for their standard texture formats, including Dreamcast.

Strange you are looking forward mipmap images. Some huge game mod in mind? :P

The font files use a bit complex encoding. It is made of two overlapped layers. It means that two glyphs will occur on the same tile. In order to extract the font, you need two different palettes. One that filters the pixels of the first layer, and another that filters the pixel of the second layer.

Something like this:

Altough extracting the font is easy, the encoding is not easy as well. I think that a bit of programming will be required, since the palette is not simply divided into two part. The format is roughly something like this

[Background_Color] [Color1_layer1]  [Color2_layer1]  [Color3_layer1] 
[Color1_layer2] [Intersection_With_Color1_Layer1] [Intersection_With_Color2_Layer1] [Intersection_With_Color3_Layer1]
[Color2_layer2] [Intersection_With_Color1_Layer1] [Intersection_With_Color2_Layer1] [Intersection_With_Color3_Layer1]
[Color3_layer2] [Intersection_With_Color1_Layer1] [Intersection_With_Color2_Layer1] [Intersection_With_Color3_Layer1]

News Submissions / Re: Utilities: Rainbow: texture format converter
« on: July 15, 2014, 07:13:54 am »
Thank you Dashman, your link is very useful! :).

News Submissions / Re: Utilities: Rainbow: texture format converter
« on: July 15, 2014, 05:41:45 am »
I will have a look at that. Hope that Dolphin has a good debugger.

News Submissions / Re: Utilities: Rainbow: texture format converter
« on: July 14, 2014, 02:19:23 pm »
It supports opening known formats from the command line. Just that for now. Maybe the description is misleading and I should change it.

News Submissions / Re: Utilities: Rainbow: texture format converter
« on: July 14, 2014, 02:00:53 pm »
The command-line support is a planned feature indeed, I think that it will be implemented together with the mimap TIM2 textures. As for the GIM header, I think that it will
be implicitly supported by the extraction/insertion feature. That is, the tool will allow to search for known formats inside other files, extract them and reinsert them.

News Submissions / Re: Utilities: Rainbow: texture format converter
« on: July 14, 2014, 10:21:51 am »
Yeah, unfortunately, you will still need to use TextER to extract tim2 files from other files. This feature is planned for the next release.
As for OptPix, it just supports the PS2 variant of the TIM2 format. Moreover, it is also a proprietary tool, that's why I wanted to write this tool.

-EDIT- Furthermore, it seems that even OptPix does not properly support the alpha channel in 32-bit TIM2 images.

As you can see, the semi-transparency and even the full transparency is not preserved when TIM2 files are loaded with the official tool. Note the border of the characters' hair. This just for visualization of course.

News Submissions / Re: Utilities: Rainbow: texture format converter
« on: July 13, 2014, 10:08:35 pm »
Let me know if it works. I would like to collect bug reports and suggestions for the next releases of the tool. I managed to correctly modify some TIM2 images for the PSP game Kingdom Hearts : Birth by Sleep.

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