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Zero Tolerance for Disrespect

One Piece: Grand Adventure (PS2)

Featured Replies

00000002-00000002-ICON00_LUF_ANGRY.zip

I'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.

Untitled368_20260809025603.png

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 by Melobin
Forgot

  • Melobin changed the title to One Piece: Grand Adventure (PS2)

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:

image.png

image.png

Yep:

image.png

  • 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!

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.

  • Author
1 hour ago, piken said:

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:

image.png

image.png

Yep:

image.png

2 hours ago, piken said:

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.

2 hours ago, piken said:

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.

If the info I provided are correct then that's perfect! To note I'm not really knowledgeable about textures enough to make the tools it's my first time trying to reverse texture formats. What I need is the tool to extract and replace, maybe create the files, that's the goal.

Also I don't quite understand exactly what you mean by if dub replaces resources the same size as the original, but I'm going to assume you mean a tool that adds padding to match the file size of the original texture then yes I do have that no need to worry.

Here are extra samples:

TPLsamples.zip

  • Localization
5 hours ago, Melobin said:

If the info I provided are correct then that's perfect! To note I'm not really knowledgeable about textures enough to make the tools it's my first time trying to reverse texture formats. What I need is the tool to extract and replace, maybe create the files, that's the goal.

Also I don't quite understand exactly what you mean by if dub replaces resources the same size as the original, but I'm going to assume you mean a tool that adds padding to match the file size of the original texture then yes I do have that no need to worry.

Here are extra samples:

TPLsamples.zip

Do you plan to translate the audio file into your language?

  • Author
2 hours ago, Jinxmargo said:

Do you plan to translate the audio file into your language

2 hours ago, Jinxmargo said:

I don't have an issue with audio files atm at least for the PS2 version I am mostly done with the mod all I need to do is make texture changes.

What I'm trying to change are text files in the game, they are in texture form. Since the game only got released in english and got the 4kids dubbing there was a lot that was changed in translation that doesn't make sense with the actual one piece story like characters' names and other stuff.

2 hours ago, Jinxmargo said:

Do you plan to translate the audio file into your languag

2 hours ago, Jinxmargo said:

Edited by Melobin

  • Localization
12 hours ago, Melobin said:

I don't have an issue with audio files atm at least for the PS2 version I am mostly done with the mod all I need to do is make texture changes.

What I'm trying to change are text files in the game, they are in texture form. Since the game only got released in english and got the 4kids dubbing there was a lot that was changed in translation that doesn't make sense with the actual one piece story like characters' names and other stuff.

You can export all textures using the PCSX2 emulator. Checklist "Dump Texture & Dump Mipmaps" and run the game, and the textures will be exported automatically.

OPGA.rar

Screenshot (1522).png

Edited by Jinxmargo

  • Author
12 minutes ago, Jinxmargo said:

You can export all textures using the PCSX2 emulator. Checklist "Dump Texture & Dump Mipmaps" and run the game, and the textures will be exported automatically.

OPGA.rar

Screenshot (1522).png

If I wanted to do that I would've done it, everyone knows how to do that lol.

I play on the real PS2 I don't play on emulator so I can't use that I need to edit the textures from inside the game itself.

I don't quite understand exactly what you mean by if dub replaces resources the same size as the original ...

Well if the original texture is say 256x256 pixels, and the translated version is 256x256, then it's a much simpler case (as you don't have to rewrite the header directory, just enumerate the existing header and ignore semantics of any unknown fields), but creating these texture files from scratch requires more complete investigation.

Here are extra samples

Cool, will look if I have time Tuesday night or Wednesday.

I play on the real PS2...

Nice, mine's on my shelf next to the SNES and Wii 🙂.

  • Author
12 minutes ago, piken said:

Well if the original texture is say 256x256 pixels, and the translated version is 256x256, then it's a much simpler case (as you don't have to rewrite the header directory, just enumerate the existing header and ignore semantics of any unknown fields), but creating these texture files from scratch requires more complete investigation.

Cool, will look if I have time Tuesday night or Wednesday.

Nice, mine's on my shelf next to the SNES and Wii 🙂.

Hmm... reusing the original TPL's existing metadata/header instead of having to fully understand and rebuild every field is what you mean... It would be great but it's better to just have it all figured out as I will be needing full understanding of the format for future projects for this game I have big plans for this game, I have over 40+ characters ready, waiting to be imported into the game once I start with understanding models, and having the textures figured out from now would be helpful.

Also that's lovely, thank you for trying to help I appreciate it.

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