All I can think atm is that they're packed funny. Meaning per row or columns.
Data interleaved with 8-bpp graphics. Probably need a tool to get at them correctly.
Yes it seems so. The info I got from the guy who made the the phyton extractor told me,
that the GFX inside the SNES rom is basically the same way stored like in the VGA version.
Here is that extractor script:https://github.com/adambiser/snes-wolf3d-extractor
It was done for the PC Wolf3D community to exctract all the content from a SNES rom.
It works with SNES US/JP/EU and both beta versions without problems.
It extracts everything including sound and music but both will be converted on the fly to wav.
So that WAV part is not helpful for us.
Also it extracts the map files but converts them to the PC version format.
So with the extracted material you can directly put everything in the PC version
and play the SNES version on the PC.
But this tool was not made for any console hacking in mind.
It is one way only. There is no way to put the stuff back in the rom with it
and the autor of this tool has no time for it.
The tool is good but for the wall textures for example it is not necessary needed.
for that Tilemolester is very good.
Here is the code part for how the script is extracting the GFX and Sprites:https://github.com/adambiser/snes-wolf3d-extractor/blob/master/extractor/roms/wolfenstein_3d.py
The sprite stuff starts at line 160 or so.
I can do all the GFX stuff but I do not have the skillz for a tool or own script to put the stuff back.
I would like to ask for help here.
That's really cool that you're going to make a uncensored hack for the SNES port of Wolfenstein 3D.
You did a great job on decensoring those wall tiles, they came out great.
You can try using the YY-CHR tool to check out the sprites.
The next stuff you should do is:
Replace the rat enemy with the original dog enemy.
Restore Hitler's mustache & gory death.
Switch the music tracks of the first two levels around.
Replace the voice tracks of both the enemies & the bosses with the ones from the Jaguar port.
Restore the blood back to the enemies, the bosses & some of the decorations.
I have already most of your points on my list and even a few more.
My brother is a real WOlf3D crack. He pointed me already to all the things that should be done ^^
There is however one problem with the Wall Tiles I saw already.
In the snes game the wall sprites are often mirrored for some reasons I dont know.
With the original censored GFX this does not matter but if you put in the correct
uncut GFX, it can look very weired if symbols appears mirrored.
This is something to look into.
In general it seems that this game uses fancy storing but no compression
With the tool source infos above maybe somebody with coding or scripting
skillz can whip up some code/script?
GFX wise it is not a big thing but it stays or falls with the ability to touch the sprites.