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 http://forum.xentax.com/viewtopic.php?f=18&t=8071.
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):