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Search found 22 matches

by piken
Tue Sep 26, 2023 11:18 am
Forum: Graphic file formats
Topic: an old raw picture
Replies: 3
Views: 233

Re: an old raw picture

Your picture looks very right. How did you do it? I used a hacky little C++ utility I'm working on, but you can do the same with other (user friendly) tools like Maptapper (pictured below, albeit with wrong palette) and Binxelview. Expanding the palette is a tougher aspect, as I'm not seeing this o...
by piken
Sun Sep 24, 2023 4:20 am
Forum: Graphic file formats
Topic: an old raw picture
Replies: 3
Views: 233

Re: an old raw picture

Does this look right? Tis four bitplanes, each 320x192, with indeed the palette starting at 7800h with 16-bit palette entries (in bit increasing index order: r4,g4,b4,x4) The bitplanes are stored in big endian order (x coordinate 0 is bit 7, and x coordinate 7 is bit 0). Do you have an in-game refer...
by piken
Sat Sep 23, 2023 1:28 pm
Forum: Graphic file formats
Topic: .texture file
Replies: 2
Views: 268

Re: .texture file

and one 16 bit uncompressed monochrome?
Indeed, the first and third image are 16-bit {b5,g6,r5}, but the second image appears to be 1272x1024 16-bits per pixel with 4 nybbles {in bit order: g4 r4 a4 b4} which must be a byte swapped ABGR.
by piken
Sun Sep 17, 2023 1:01 pm
Forum: Graphic file formats
Topic: Rock Band 2 (360) .tex files
Replies: 2
Views: 336

Re: Rock Band 2 (360) .tex files

If someone can suss out an offset
For this specific file, the DXT5 data starts at 0x00FA. Following GRiNDERKILLER's advice of swapping every 8 bits per 16 bits (including the 4x4 block's two palette colors and each row of data) gives a good output:
by piken
Sun Sep 17, 2023 12:09 pm
Forum: Graphic file formats
Topic: Chrono Cross's Altered TIM Format
Replies: 1
Views: 165

Re: Chrono Cross's Altered TIM Format

it's not working right. The image itself is pulled out, but the CLUT is completely wrong. Although I have no knowledge of the TIM format itself, just opening the file with a raw viewer, we can see the palette starts at 0x0014 with 2-byte palette entries (in increasing bit index order: red x 5 bits,...
by piken
Fri Aug 25, 2023 7:58 am
Forum: Graphic file formats
Topic: Help with extracting 2D assets from SAO Lycoris
Replies: 3
Views: 323

Re: Help with extracting 2D assets from SAO Lycoris

I'm unfamiliar with RYHP containers, but they appear like generic container files with a directory and file list, no special encryption or compression (see image below). See if any other games use the same format (e.g. mentioned here https://forum.xentax.com/viewtopic.php?t=17545). Short of figuring...
by piken
Thu Aug 24, 2023 8:07 am
Forum: Graphic file formats
Topic: The Respawnables model and texture (.mesh and .tex)
Replies: 10
Views: 680

Re: The Respawnables model and texture (.mesh and .tex)

Cool, glad KRIV worked for the textures. As for meshes, I wish you luck. You can look at the filename extension (which appears uselessly generic in this case), open the file with a hex editor (e.g. HxD, like you already did) to look at the header to see if it matches anything ("1FDKENONCTX"...
by piken
Wed Aug 23, 2023 11:59 am
Forum: Graphic file formats
Topic: The Respawnables model and texture (.mesh and .tex)
Replies: 10
Views: 680

Re: The Respawnables model and texture (.mesh and .tex)

If you open werebat_d1f34c3af35ba573b6b47bca6c876265.tex with your favorite hex editor, you'll see the string "etc_rgb" near the front, which means Ericsson Texture Compression ( see also ) that uses 8-byte chunks of 4x4 tiles. I'm not sure whether Raw Texture Cooker supports ETC under a d...
by piken
Tue Aug 22, 2023 9:40 am
Forum: Graphic file formats
Topic: Can someone help me convert these files to .bmp
Replies: 5
Views: 1132

Re: Can someone help me convert these files to .bmp

Some images appear uncompressed using 8-bit indices with 32-bit RGBX palette (e.g. invApfel._img), and others appear to have multiple images contained in them (e.g. inv_Lf._img), and some have names in them (e.g. "Small Font, Gray" in fntGray._img). In invApfel._img, it appears the dimensi...
by piken
Mon Aug 21, 2023 1:54 am
Forum: Graphic file formats
Topic: Can someone help me convert these files to .bmp
Replies: 5
Views: 1132

Re: Can someone help me convert these files to .bmp

The data in "g/img/in_All.img" starting at 2F2D1h looks like RGB triplets (8-bits per component) with some RLE or back reference compression, since the rows do not align, but 🤷 you'll probably have to debug through the decompression code to figure it out...
by piken
Thu Aug 17, 2023 8:36 am
Forum: Graphic file formats
Topic: CollarxMalice compressed character sprites
Replies: 7
Views: 473

Re: CollarxMalice compressed character sprites

I'm not familiar with dds2png or bms scripts, but I can at least confirm there are graphics in the file. It uses DXT5 (also called BC3) compression, which uses 4x4 blocks of alpha and b5g6r5 pixels. The texture is 2048x2048 and starts at 0x80: https://www.reedbeta.com/blog/understanding-bcn-texture-...
by piken
Fri Jul 28, 2023 11:30 am
Forum: Graphic file formats
Topic: Extract textures from game Odin sphere ps2
Replies: 2
Views: 373

Re: Extract textures from game Odin sphere ps2

Given the file directory in the header and the shared FCMP block found in all 3 files, at least there's hope that once you figure out one, you figure out them all, likely a general compression shared across each. It appears someone has already done a lot of investigation on Vanillaware games like Od...
by piken
Tue Jul 11, 2023 9:32 am
Forum: Graphic file formats
Topic: Ghostbusters PS3 .tex files not converting to .DDS?
Replies: 15
Views: 5487

Re: Ghostbusters PS3 .tex files not converting to .DDS?

@loko Regarding your Metal Slug textures, they are 8-bits per pixel 8x4 tiles (like one of the GameCube formats). I don't know any scripts/tools to import/export them, nor where the palette is stored, but that might give you more info to find something that does.
by piken
Mon Jul 03, 2023 11:26 am
Forum: Graphic file formats
Topic: MECC Opening Night Bitmap Files
Replies: 17
Views: 4754

Re: MECC Opening Night Bitmap Files

> Do you have any info on references or examples of this tiling method you could recommend? Look up how the SNES or Sega Genesis worked (e.g. https://en.wikibooks.org/wiki/Super_NES_Programming/Graphics_tutorial) where each tilemap element in the 2D array pointed to an 8x8 graphic tile (0-1023 on th...
by piken
Wed Jun 28, 2023 6:15 am
Forum: Graphic file formats
Topic: MECC Opening Night Bitmap Files
Replies: 17
Views: 4754

Re: MECC Opening Night Bitmap Files

It looks like an 8x8 tilemap like used in so many older 2D consoles (NES, SMS, SNES...), where indices point to graphic 8x8 tiles. If you mess with the graphics of 1 tile, all the other tiles of the same index are also affected. Don't rule out RLE compression quite yet though, as most games would ap...