News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - PhOeNiX

Pages: 1 2 [3] 4 5
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.

News Submissions / Re: Utilities: Rainbow: texture format converter
« on: July 13, 2014, 10:03:59 pm »
You mentioned "Wii": does that mean you intend to add support to "tpl" graphics and other GC/Wii-specific formats (like you intend to for PSP with GIM support)?
Yes, the roadmap for future versions of the tool would be to add support for mipmap TIM2 images and GIM files. Then, adding support to tpl images found in GC/Wii games.

Any way to include tree support and TOS rebuilding support for PS2 (maybe PS1 and PSP if possible) to the limited extent possible, even just as a GUI for other existing tools for practical reasons?
I am not sure I got what you mean. You mean ISO rebuilding?

Also, is there any possibility to include (already-made) TIM support within this tool for completeness sake?
This is not considered a main feature right now, but it is not excluded. As for now, there are many good tools that can deal with TIM images.

Any chance -and that's a *big* stretch- to make the tool as comprehensive as Tinke or CT2 by including compression/decompression support for known formats like slz (tri-ace stuff), cpk, pkg (whatever Square Enix is using for PSP releases) and the like, instead of resorting to command line? A GUI would be really nice.
It is very unlikely. The main goal of Rainbow is to manage specific graphics formats. Compression and archive formats go out of this scope.
Even if a GUI would be nicer for many people, I still think that for such kind of files, a command line tool would be more suitable (since they can be used inside scripts to rebuild the whole structure of the game disc).

What do you think about the feasibility of including Saturn graphics support (attempts were going underways back in the late nineties for a graphical editor but fizzled out due to a complete lack of interest)?
I did not dig too much into such formats. But if I manage to find enough documentation and good debuggers for such a platform, then yes, it is definitely possible that Saturn graphics support wiil be added.
Or making something like Tilemolester but with more options, better coding, and much more flexible clipboard handling (like with CT2), included within the tool? (one of the aspects I wish Tinke included. It does have a hex editor that's awesome to use on the fly for any file under the arborescence)
As I said for the previous quotes, this would go out of the main goal of this tool. So, no there is no plan, right now, to extend the program with such features.

P.S. It seems to be something wrong with the image link on this news. May some staff member fix it?

Personal Projects / Re: Parasite Eve - Translation Project
« on: July 13, 2014, 08:31:01 am »
Glad to see this translation is now finished :). Congrats!

Newcomer's Board / Re: Xdelta Gui
« on: April 16, 2013, 09:49:48 am »
Indeed, Delta Patcher is english by default, if you want to change the languag, you must ship the "resource" directory along with the executable file.

Newcomer's Board / Re: PSX VRAM
« on: April 06, 2013, 10:37:22 am »
How could this be done, for people who don't know MIPS?

Newcomer's Board / Re: PSX VRAM
« on: April 06, 2013, 06:30:10 am »
For his needings, i think copying only a bunch of hex values of any row would suffice.

Newcomer's Board / Re: PSX VRAM
« on: April 06, 2013, 04:15:12 am »
If they are not compressed, it is simply a matter of copying a portion of hex bytes of your texture (either 4bpp or 8bpp) from VRAM and serching for it over the whole ISO. Let's say you fnd a match at offset
0xA456FE5 of your ISO. Since a PSX ISO is segmented in sectors of 2352 bytes in size, simply convert 0xA456FE5 in decimal and divide by 2352 -> 172322789 / 2352 = 73266: this is the LBA (logical block address) in which a part of one and only one file of your iso is stored. In other words, open up your iso with cdmage and search for a file whose starting LBA is less or equal to 73266 and its ending LBA is greater or equal to 73266. This is the file you are searching for.

Newcomer's Board / Re: PSX VRAM
« on: April 05, 2013, 06:31:48 pm »
PSX VRAM is a 1MB 1024x512 raw image at BGR555 (16 bit). You can just dump the VRAM with pSX and then view it with psxvram by agemo or tile molester. The right-hand side of the VRAM is used to store textures to be loaded in the screen buffer on the left. Such textures can be either in 4bpp or 8bbp format, so you should change encoding for a correct visualization. At the bottom left side you can see the palettes of every 4bpp/8bpp texture stored on the right side. Such palettes are in BGR555 format too.

To get the offset of a particular coordinate in VRAM, let's say x,y, it is just y*2048 +x*2 (2 bytes per pixel, 1024 pixels per row). Note that PSX does not store images by tiles.

Unless you are expanding almost EVERY file in the game, you don't really need to rebuild your ISO image. Just extract files that need editing and then reinsert them back with CDMage.
For XA/STR editing use to extract and reinsert your movie+audio/audio files.

Pages: 1 2 [3] 4 5