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Search found 9 matches
- Sat Apr 14, 2012 3:14 pm
- Forum: Graphic file formats
- Topic: TPL Files in Ps2 Game
- Replies: 10
- Views: 3278
Re: TPL Files in Ps2 Game
I have the same problem.Do you solved it? Please refer to these two topics, they are about the same problem of opening TPL files, specially the compressed ones: http://forum.xentax.com/viewtopic.php?p=66396#p66396 http://forum.xentax.com/viewtopic.php?f=21&t=8251 Maybe they can help you, or you...
- Tue Feb 28, 2012 1:00 pm
- Forum: Compressed files and methods
- Topic: [PS2] Saint Seiya Sanctuary/Hades compression with LZ77
- Replies: 6
- Views: 2964
Re: [PS2] Saint Seiya Sanctuary/Hades compression with LZ77
Here is the first version of the translation of the Noesis decompression code to a Java code. It doesn't work yet. Maybe you can help me find the bugs. private static void decompress(File compressedFile) throws Exception { // create a stream to read the input DataInputStream is = new DataInputStream...
- Mon Feb 27, 2012 3:40 pm
- Forum: Compressed files and methods
- Topic: [PS2] Saint Seiya Sanctuary/Hades compression with LZ77
- Replies: 6
- Views: 2964
Re: [PS2] Saint Seiya Sanctuary/Hades compression with LZ77
A question about endianess: for (int i = 0; i < 8 && srcPtr < srcLen && dstPtr < dstLen; i++) { if (ctrl & (1<<i)) In this code the bits of ctrl are processed from right to left. WORD ol = *(WORD *)(src+srcPtr); In the above code, how are the two bytes of the WORD organized? Big ...
- Sun Feb 26, 2012 12:20 am
- Forum: Compressed files and methods
- Topic: [PS2] Saint Seiya Sanctuary/Hades compression with LZ77
- Replies: 6
- Views: 2964
Re: [PS2] Saint Seiya Sanctuary/Hades compression with LZ77
I did my homework and studied the algorithm. Please correct me if I'm wrong. The 8 bit flag tells which of the next 8 bytes/words are literals and which are off+length pairs. I still have some very low level questions: int len = 3 + ((ol>>8) & 15); Why do you add 3 to the 4-bit length? int relOf...
- Wed Feb 15, 2012 2:55 am
- Forum: Compressed files and methods
- Topic: [PS2] Saint Seiya Sanctuary/Hades compression with LZ77
- Replies: 6
- Views: 2964
Re: [PS2] Saint Seiya Sanctuary/Hades compression with LZ77
It's extremely simple, about as standard-fare as you can get with LZ77-based algorithms (8-bit flag with 16-bit offset+length pairs for non-literals) What is the "flag" in LZ77? How long is a literal and the Window? How a NULL offset+length is represented? How do I identify if the next by...
- Fri Feb 10, 2012 5:56 pm
- Forum: 3D/2D models
- Topic: Need help on PS2 "matrix palette skinning"
- Replies: 27
- Views: 13156
Re: Need help on PS2 "matrix palette skinning"
I moved the discussion about compression to this topic:
viewtopic.php?f=21&t=8251
I hope you can give me more advices.
viewtopic.php?f=21&t=8251
I hope you can give me more advices.
- Fri Feb 10, 2012 5:54 pm
- Forum: Compressed files and methods
- Topic: [PS2] Saint Seiya Sanctuary/Hades compression with LZ77
- Replies: 6
- Views: 2964
[PS2] Saint Seiya Sanctuary/Hades compression with LZ77
In both games there are lots of images and textures compressed using some variation of LZ77 algorithm. There is a plugin that comes with Noesis that can decompress some of those files. But it can open only the first image when the file has multiple images, and can't open some files which have a diff...
- Wed Feb 08, 2012 2:55 am
- Forum: 3D/2D models
- Topic: Need help on PS2 "matrix palette skinning"
- Replies: 27
- Views: 13156
Re: Need help on PS2 "matrix palette skinning"
Thanks. I saw the plugin source code. I just didn't get everything. You know, those kids playing with Java, they missed the right path :) . I was trying to understand LZ77 from Wikipedia but I noticed that there are tens of similar LZ* algorithms. I wanted to make sure I was investing in the right o...
- Wed Feb 08, 2012 12:31 am
- Forum: 3D/2D models
- Topic: Need help on PS2 "matrix palette skinning"
- Replies: 27
- Views: 13156
Re: Need help on PS2 "matrix palette skinning"
Also, I noticed some of the GMI files in this game are compressed too. It was pretty easy to figure out since it's a very simple lzs algorithm: MrAdults, could you please tell me which variation of LZS algorithm is used in this Saint Seiya? I'm trying to develop a Java tool to decompress some image...