applecuckoo Posted March 14, 2024 Posted March 14, 2024 Hello! Yes, the topic sounds silly at first, but I have a bunch of unknown .udi files from the Transformers Rescue Bots game developed by LeapFrog. Initial research points to this being a CorelDraw file, but there seems to be no information on these .udis specifically. RobotsTF_BG.zip
Solution ikskoks Posted March 14, 2024 Solution Posted March 14, 2024 Try with offzip http://aluigi.altervista.org/mytoolz/offzip.zip Like this: offzip.exe -a RobotsTF_BG__page1.udi Then open extracted DAT file in Texture Finder: File format should be something like this: // header (36 bytes) 4 bytes (char) - signature // "UDI\x00" 4 bytes (uint32) - version? // 1 2 bytes (uint16) - image data offset 2 bytes (uint16) - bpp? // 8 4 bytes (uint32) - UDI file size 2 bytes (uint16) - image width? 2 bytes (uint16) - image height? 16 bytes - unknown // data x bytes - image data (compressed with ZLIB) 1 1
applecuckoo Posted March 15, 2024 Author Posted March 15, 2024 Is this interlaced or something? The image looks split.
BloodRaynare Posted March 15, 2024 Posted March 15, 2024 8 minutes ago, applecuckoo said: Is this interlaced or something? The image looks split. "Tiled" actually Unfortunately unless you know how to Un-"tile" it, then that's what you're going to get from the image datas. 1
applecuckoo Posted March 15, 2024 Author Posted March 15, 2024 Okay, bit of an update: I've figured out via some in-game XML files and some more checking that the files are actually stored as 4bpp. This makes more sense, especially since some of the elements I have stored locally looked a bit too transparent.
piken Posted March 15, 2024 Posted March 15, 2024 (edited) Yes, they are 4-bits per channel. Does this look right, like anything in the game? (manually rewrapped the oddly sized 18x18 tiles using Aseprite) Your sample zip looks like a bunch of backgrounds, but if you have any others with actual sprites in them, that could be interesting to deduce the pixel format more conclusively? Showing r4,g4,b4,a4 below: (actually it may be a4,r4,g4,b, which would show as purple instead) Edited March 16, 2024 by piken 1
applecuckoo Posted March 15, 2024 Author Posted March 15, 2024 (edited) Here's some more samples. I'm actually certain they're RGBA4444 since I managed to reproduce page 0 with the right colours using PVRTexTool. The only thing I'm curious about now is how to remap the tiles in a way that makes sense. RobotsTF.zip Edit: Seems like there is some overlap in the bottom two rows and the rightmost two columns. Working on the title screen right now! Edited March 16, 2024 by applecuckoo 1
piken Posted March 16, 2024 Posted March 16, 2024 (edited) 15 hours ago, applecuckoo said: I'm actually certain they're RGBA4444 Agreed, {r4,g4,b4,a4} because otherwise the colors looks wrong in RobotsTF__page8.udi, which is a clearer case because of the police lights. 15 hours ago, applecuckoo said: The only thing I'm curious about now is how to remap the tiles in a way that makes sense. Maplestory M used an interesting block arrangement using 3 textures, one for pixels, another for palette, and a 3rd for the tilemap (Xentax thread https://web.archive.org/web/20231012075405/https://forum.xentax.com/viewtopic.php?t=26127). There's no palette in this case, but the concept should apply here too. Maybe you can find the tilemap elsewhere 🤞. I was curious about the LeapFrog LeapPad to see if it had any novel pixel formats, but I couldn't find any real hardware information (besides screen resolution) nor an SDK for it 😞. I did find an alternate firmware (Retroleap), but I didn't want to dig through that large codebase to try to figure out capabilities ⛏️. Edited March 16, 2024 by piken 1
applecuckoo Posted March 16, 2024 Author Posted March 16, 2024 (edited) 9 hours ago, piken said: Maybe you can find the tilemap elsewhere So I managed to figure out the pixels are really 16x16, since the rightmost two columns and the bottom two rows contain redundant data. Basically at this point it was just opening a new Aseprite file and putting together a giant jigsaw puzzle. So that's how I got these two title screens! Edited March 16, 2024 by applecuckoo 1
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