Graphics help. How can I get them displayed and ripped right? [SOLVED]

Started by Romsstar, February 21, 2011, 10:36:45 AM

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Romsstar

All right once again this is about the PSX game "Digimon World"
The game stores it's map data in a format called ".TFS"
I tried opening it up in Tile Molester which gave me such a result in 8bpp linear:

Although it is kinda messy you can see a graphics here.


Uploaded with ImageShack.us

Now I wondered. Can I somehow make it display right and maybe rip it properly?
Is any data gainable out of this?

For reference I uploaded the mentioned TFS File and also a ".MAP" which goes with it somehow but seems to contain only some smallt TIM images but nothing useful.

http://www.sendspace.com/file/uc228f

Best Regards and Thanks in advance.

snarfblam

At a glance it just looks like you need to use the palette from the game and adjust the offset a little.

Romsstar

Quote from: snarfblam on February 21, 2011, 06:31:23 PM
At a glance it just looks like you need to use the palette from the game and adjust the offset a little.

Yeah that's what I just thought too so I took PSX Vram Viewer and opened a Savestate of that map and saved the Palette and tried to load it up in Tile Molester but somehow it didn't help.
It did a change but actually it swapped only some colors.
How to adjust the offset? Maybe that's what I have to do?

Ryusui

In the event of a firestorm, the salad bar will remain open.

Romsstar

Ok adjusting the offset help a LITTLE bit, but still by importing the palette I get no noticeable results. Has anyone an idea why? Can Tile Molester even work with 8 bit Palettes? If not, what program I should use?

Ryusui

Might not be an eight-bit palette. It could be 16-bit (which, strictly speaking, isn't paletted but rather encodes the RGB values directly in the pixel data).
In the event of a firestorm, the salad bar will remain open.

Romsstar

I tried 16 Bit it is definitely not.
Also: I tried loading a ePSXe Savestate for ripping out there (which is a rather dull alternative) and I can make them displayed at 4 bit with palette right,
but when I tried to load the very same palette in this file I get no results.


Ryusui

In the event of a firestorm, the salad bar will remain open.

Romsstar

TFS Format
This format is used by the game for displaying the map data.
Offset 0x0-0x7 is the header of the file. 
The header has basically a structure like 06 00 05 00 03 00 00 00 or like 03 00 02 00 01 00 00 00
depending on file size the numbers change.
I guess it indicates the file length (although not sure yet)

Offset 0x8 defines the first pallete (morning)
Offset 0x520 the second palette (midday)
offset 0x1032 the third (night).
The game uses a 8bpp 2dimensional mode.
The format of the palette is 15bpp BGR (555) and has a size of 256.
The game uses a tile width of 16.
Panel size is presumeably 128.

These are only the informations I'm sure about so far.
Still investigating but already works for viewing.