Yesterday at 12:53 AM1 day 00000002-00000002-ICON00_LUF_ANGRY.zipI've been working on this game for a while making a Japanese dub mod and I've figured out most of the game except textures and models. I need help with the texture file format of this game to finish my mod I've tried a lot with this but I just couldn't figure it out. I have collected info about it though so this could help if anyone could help me with this I'd appreciate it a lot.Some information about TPL PS2 format.this has 2 sections:- first section: Header data- Red: magic number 0TKP- Green: Count of images- Pink: list offsets section:- first int is offset to image header- second is size- second section: Image Header; a big rectangle blue- red: ints related to size of datas, not sure lues, maybe related to graphics draw flags or some what.pink: i mark two values, maybe realtioned to graphics draw flags or some what.- lime: have two values short type, Width and height respectively.- green: brutely i see Float values, may be related to scale size.- yellow: PS2 Gif Tex0 data struct, this has native information about texture, width, height, psmformat and more.- black: i mark two values, not sure if it is, but i supose it's offsets, to Pixeldata and to PaletteData respectively, also this relative to current image header.Credits: Zerodevs Edited 11 hours ago11 hr by Melobin Forgot
12 hours ago12 hr The file attached doesn't match the screenshot - intended file?Based on the 0x80###### uint32's found at 0x1690, that's likely a palette, and 0xC0 appears to where pixel data might start:Yep:
11 hours ago11 hr Author Yes, they don't match because I forgot which file that was documented so I just picked a small sample, I could send more samples if necessary!
2 hours ago2 hr I could send more samples if necessary!Format reversing is much easier for us with at least 2 samples for comparison. I'd probably use 010 Hex Editor with its templates (examples) to quickly sanity check the structures. Though, it looks like you pretty much already have it figured out, given all the information above? Maybe you don't have all the fields documented, but it appears you have enough of them figured out to extract/replace resources for your dub. So are there any fields in particular that stymie you? If your dub replaces resources the same size as the original, rather than insertion, then it's much easier :b.
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