Monday at 02:25 PM3 days Hello,I'm reaching out to ask for your help with a project I'm working on.I'm currently translating Final Fantasy VII Remake Intergrade for the PS5. At this point, I've successfully completed almost every part of the workflow. I can export and import the font glyphs and textures correctly, and everything works perfectly on both the PC and PS5 versions.The tool I'm using is based on and adapted from matyamod's FF7R Font Mod Tools, so I'd also like to give full credit to the original author for creating such a great foundation:https://github.com/matyamod/FF7R-font-mod-toolsHowever, I'm currently stuck on one final issue: the PS5 swizzle process.I've tried implementing it myself, but the resulting font texture is only partially recognizable. Some characters can be seen, but the output is neither clear nor identical to the original PC version, so I believe my swizzle implementation is still incorrect.To make it easier to investigate, I've attached all the relevant files, including:My modified toolThe original PC filesThe PS5 filesI would be extremely grateful if you could take a look or point me in the right direction. Any advice, suggestions, or assistance would mean a lot to me.Thank you very much for your time and support!Example.pcU_Com_JP_SystemFontXLarge4K-00.ddsswizzleU_Com_JP_SystemFontXLarge4K-00.ddsmy unswizzleU_Com_JP_SystemFontXLarge4K-00.ps5_unswz.dds ff7r Tool and font files.7z
Yesterday at 07:42 AM1 day Evidently BC5 unorm 2048x2048 (the "4k" isn't for the texture itself but just means this is the texture used when rendering at high resolution, since of the 12 mip-maps, the largest is 2048x2048). I don't know the exact offset of the largest mip, from the looks of it, the small mips might precede the large ones (usually the large ones come first), and that could be screwing up your logic. PVRTexTool is just showing blackness. ImageHeat shows something, but none of the address unswizzling patterns seem applicable (update: tried a later version below, and one applies). If I can find the exact file offset of mip 0 using 010 Editor, I can try another tool tomorrow... Edited 16 hours ago16 hr by piken
18 hours ago18 hr Solution This should help. The address layout is D3D11_TEXTURE_LAYOUT_64K_STANDARD_SWIZZLE 2D 128bpp (xyxy xyxy xxyy ----). Edited 16 hours ago16 hr by piken
13 hours ago13 hr Author 4 hours ago, piken said:This should help. The address layout is D3D11_TEXTURE_LAYOUT_64K_STANDARD_SWIZZLE 2D 128bpp (xyxy xyxy xxyy ----).Thank you so much for taking the time to help me with this!I'm currently away from my computer, so I haven't had a chance to test it yet. I'll try it as soon as I get home.I really appreciate your help, and I'll make sure to give you proper credit in my project. Thanks again for your time and support—it truly means a lot to me!
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