pringll0000 Posted 6 hours ago Posted 6 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 6 hours ago Solution Posted 6 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 3 hours ago Posted 3 hours 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
pringll0000 Posted 2 hours ago Author Posted 2 hours ago 6 minutes ago, DKDave said: 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. Im still not sure what you did in imageheat? all the headers are the same for most of the textures since they are just variations of character movement, although every image should be in the same dimensions. Can you share a screenshot of the HAT file in imageheat? or what you did to manually do this sorry im new to texture manipulation 🙂
DKDave Posted 2 hours ago Posted 2 hours ago This is a screenshot with the settings I used. You can see each tile is 128 x 64 - I've just put the height as 512 so you can see multiple tiles. They just need to be arranged correctly. I've looked at the header, but can't make much sense of it at the moment. If all the info was known, then a script should be easy enough to put together. 1
pringll0000 Posted 2 hours ago Author Posted 2 hours ago 8 minutes ago, DKDave said: This is a screenshot with the settings I used. You can see each tile is 128 x 64 - I've just put the height as 512 so you can see multiple tiles. They just need to be arranged correctly. I've looked at the header, but can't make much sense of it at the moment. If all the info was known, then a script should be easy enough to put together. Im pretty sure the header is to indicate a character model, ill delve into some more files to see but i know HAT = Nana Komatsu, NAN= Nana Osaki, SIN = Shinichi Okazaki, and NOB = Nobuo Terashima. I will supply more model files in a second. Also can you tell me how you exported all those images as BMP files to complete the full image? thank you! Im pretty sure you can generate a script based off the header in a second i just need to test more files.
pringll0000 Posted 2 hours ago Author Posted 2 hours ago The backround files have a different offset or dimensions, they are pretty much visible though. I have linked the sample files here: https://www.mediafire.com/folder/snxbhgh1ub7ph/BGFILES The AND files are the old man as well:
pringll0000 Posted 1 hour ago Author Posted 1 hour ago 49 minutes ago, DKDave said: This is a screenshot with the settings I used. You can see each tile is 128 x 64 - I've just put the height as 512 so you can see multiple tiles. They just need to be arranged correctly. I've looked at the header, but can't make much sense of it at the moment. If all the info was known, then a script should be easy enough to put together. all the files including cutscenes but marked with the character header are all the same, so i assume a script can be made to automatically translate the images with the same offsets and headers, i will link all the files with textures below soon for testing.
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