pringll0000 Posted 3 hours ago Posted 3 hours ago i need help with a custom texture format to unswizzle for the ps2 game NANA. If you could help me achieve this in any way it would be a great help as i could get to work on fantranslating the game. I am putting a 65$ USD LTC/BTC bounty on anyone who can successfully unswizzle this format, and it will be paid to the first person who can provide the function or proof that they can unswizzle the current texture format. Please contact me on my social platforms for this : @mxlg on discord and @mxlgborn on telegram. This image ^ is what i got in tile molester, from using 8x8 block size 32bpp RGBA, on 2 dimensions with the custom block size. i still see the swizzling, and also i have this image with 24x24: also here is the sample files you can test in tilemolester or any file explorer: https://www.mediafire.com/folder/gx88877fgxwye/NKT The issues are the unswizzle method. The pallete starts at 0x1A0 and the texture at 0x5A0. The width and the height it seems is 256x512, the color depth is 8bpp.
Solution DKDave Posted 3 hours ago Solution Posted 3 hours ago 22 minutes ago, pringll0000 said: i need help with a custom texture format to unswizzle for the ps2 game NANA. If you could help me achieve this in any way it would be a great help as i could get to work on fantranslating the game. I am putting a 65$ USD LTC/BTC bounty on anyone who can successfully unswizzle this format, and it will be paid to the first person who can provide the function or proof that they can unswizzle the current texture format. Please contact me on my social platforms for this : @mxlg on discord and @mxlgborn on telegram. This image ^ is what i got in tile molester, from using 8x8 block size 32bpp RGBA, on 2 dimensions with the custom block size. i still see the swizzling, and also i have this image with 24x24: also here is the sample files you can test in tilemolester or any file explorer: https://www.mediafire.com/folder/gx88877fgxwye/NKT The issues are the unswizzle method. The pallete starts at 0x1A0 and the texture at 0x5A0. The width and the height it seems is 256x512, the color depth is 8bpp. I looked at file HAT_1_10001. That one has 16 tiles. The palette is at 0x1a0 in RGBA32 format, and the 8-bit image data starts at 0x5a0 (PS2 swizzled). Each tile is 128 x 64, and the image is made up of 2 x 8 tiles as follows - an example of the individual tiles, only the first 8 in order: 1
DKDave Posted 5 minutes ago Posted 5 minutes ago I just did it manually using ImageHeat. There's some header data, presumably info for each tile, but it's not 100% clear what all the values mean. So it's not really a proper solution yet for all files that might have different size headers. 1
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