xinxin.ge Posted yesterday at 08:08 AM Posted yesterday at 08:08 AM I don't know why the Android version of the same game can't use the method of this tool for parsing. Could any expert help take a look? Thank you very much!fad_Tools.zip
Engineers shak-otay Posted yesterday at 02:13 PM Engineers Posted yesterday at 02:13 PM (edited) Not being an expert myself - just some hex viewing required. The formats are different somehow, surprise. You could try to fake the header for android fad, here's one from switch fad: The harder part is to fake the offset the program needs. The offset value 0x778B0 is fetched from 0x980 here. More sensible than faking the headers is patching the source you provided but therefore the "width,height, format" sequence has to be found in android fads. Swizzle type is needed, too. edit: extracted from Android 300.fad, 0_8_3_0.dds. size 40x64 was wild guessing: Edited 22 hours ago by shak-otay
xinxin.ge Posted 7 hours ago Author Posted 7 hours ago What I don't know is that in the fad of Android, there is an additional NMPLTEX1 segment above each YKCMP_V1 compared to the Switch version. I don't know what this means, nor do I know how to modify the source code Android Switch
Engineers shak-otay Posted 3 hours ago Engineers Posted 3 hours ago (edited) 0x2B and 0x780 (after 65000000) are width and height values, I guess. (Maybe another swizzle type than 1..3 is used for Android textures?) More extractions from android 300.fad (pic 2 and 3 are from the 2nd texture in the fad), 0_8_3 means "format 8, swizzle type 3": 0_8_3_0-64x128.dds 0_8_1_0-2nd.dds 0_8_3_0-2nd.dds Edited 3 hours ago by shak-otay
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