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[WII] Dragon Ball Z Tenkaichi 3(USA) .DBT Textures

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Hi! I was working on my Console Texture Explorer project for GameCube/Wii and uploading it. I'd like to try it first with .dbt files. I'm not sure if I know much about the format, since most palettes use little endian or big endian ordering. I also don't know much about the Wii texture format. Could you help me? I want to finish this tool to make one for PlayStation 2, and then for PSP and PS1.
I have some information about this, but I'm still having some trouble. Would you please help me understand more or make a script to extract it and explain it? That would be enough

 

although I don't know if I'm putting the values correctly, or if they are the decoders I make in the .py

- 1 Red: the container file header
- blue: item count
- yellow: item offset
- 2 Light green: items, each 0x60 bytes
- blue: pixel offset (optional)
- yellow: palette offset (optional)
- pink: pixel size
- light blue: palette size
- black 1 = 1 << width
- black 2 = 1 << height
- brown, format palette clut?
- native texture format.
NOTE: An item is not necessarily a texture; it can also be a free palette.
- 3 Dark green: texture and palette data

 

GC/Wii this is result of research of GX sdk

 

GX_FMT_I4 = 0,
GX_FMT_I8 = 1,
GX_FMT_IA4 = 2,
GX_FMT_IA8 = 3,
GX_FMT_RGB565 = 4,
GX_FMT_RGB5A3 = 5,
GX_FMT_RGBA8 = 6,
GX_FMT_C4 = 8,//indexed 16
GX_FMT_C8 = 9,//indexed 256
GX_FMT_C14X2 = 0xA,//indexed(16 bits) 0x3FFF
GX_FMT_CMPR = 0xE;//swizzled DXT1

 

 

GC/Wii CLUT format

GX_PAL_IA8 = 0,
GX_PAL_RGB565 = 1,
GX_PAL_RGB5A3 = 2;

 

I want to thank and give credit for this information to dianadevs (a friend and expert engineer from my research group) for the information about these values, and the structuring of the .dbt files

 

 

 

DBT Samples.zip

image.png.73206874cdfad24b48e0076ae7e6b9ea.png

 

image.thumb.png.9eed1b062214238a25424dc9f9e60dbe.pngimage.thumb.png.3b09c9d5b326dcb6b7146d93c7c7db61.png

 

 

 

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