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 Post subject: PS Vita GXT to PNG conversion
PostPosted: Sat Aug 06, 2016 7:03 pm 
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I extracted CG files from "Eyuu Senki" PS Vita version, but they are in ".gxt" format.
Need help to convert them in png ( tried GXT Converter and Neptunia/Senran kagura gxt sripts for Noesis, no use).


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 Post subject: Re: PS Vita GXT to PNG conversion
PostPosted: Sun Aug 07, 2016 1:47 am 
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Image

elif texInfo[8] == 0x85:
#texFmt = noesis.NOESISTEX_DXT1
texFmt = noesis.NOESISTEX_RGBA32
texData = rapi.imageFromMortonOrder(texData, texInfo[9]>>1, texInfo[10]>>2, 4)
texData = rapi.imageDecodeDXT(texData, texInfo[9], texInfo[10], noesis.FOURCC_DXT1)
texData = rapi.imageDecodeRaw(texData, texInfo[9], texInfo[10], "r8g8b8a8")


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 Post subject: Re: PS Vita GXT to PNG conversion
PostPosted: Sun Aug 07, 2016 2:45 am 
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chrrox wrote:
Code:
elif texInfo[8] == 0x85:
   #texFmt = noesis.NOESISTEX_DXT1
   texFmt = noesis.NOESISTEX_RGBA32
   texData = rapi.imageFromMortonOrder(texData, texInfo[9]>>1, texInfo[10]>>2, 4)
   texData = rapi.imageDecodeDXT(texData, texInfo[9], texInfo[10], noesis.FOURCC_DXT1)
   texData = rapi.imageDecodeRaw(texData, texInfo[9], texInfo[10], "r8g8b8a8")


where is the elusive Noesis script that this goes into? :?
it doesn't look like it belongs in this one
viewtopic.php?p=119216#p119216


edit
okay since no one is linking their sources i made a new Noesis script with chrrox's info to open these samples :)
*updated Nov 18, 2016*


don't think those dimensions are correct for that image in chrrox's post,
1024x1024 seems to support the image data better
Image


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Last edited by AceWell on Fri Nov 18, 2016 6:15 am, edited 4 times in total.

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 Post subject: Re: PS Vita GXT to PNG conversion
PostPosted: Mon Aug 08, 2016 8:59 am 
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Good progress.
For reference, thats how it should look like.
Image


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 Post subject: Re: PS Vita GXT to PNG conversion
PostPosted: Mon Aug 08, 2016 9:38 am 
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okay since no one is linking their sources i made a new Noesis script with chrrox's info to open these samples :)


viewtopic.php?f=16&t=14626


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 Post subject: Re: PS Vita GXT to PNG conversion
PostPosted: Mon Aug 08, 2016 1:27 pm 
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Tnx for your work, got all CG's that I need.


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 Post subject: Re: PS Vita GXT to PNG conversion
PostPosted: Wed Aug 10, 2016 5:40 pm 
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How did you extract resource from PS Vita? I know about henkaku, but I can't decrypt resources on game which I wanted.


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 Post subject: Re: PS Vita GXT to PNG conversion
PostPosted: Sat Aug 13, 2016 2:16 am 
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pashok6798 wrote:
How did you extract resource from PS Vita? I know about henkaku, but I can't decrypt resources on game which I wanted.

I don't own Vita personally so have little knowledge about actual process. Got ready to extraction game files by my source.


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 Post subject: Re: PS Vita GXT to PNG conversion
PostPosted: Fri Sep 23, 2016 1:46 pm 
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I wrote a GXT importer for Noesis about 2 years ago, for my own personal use, because Vita content wasn't really public at that point. Since people are leaking things all over the place, I figured I might as well enable it in the latest release, so it's in Noesis 4.2. It will handle these GXT's, as well as probably any other GXT on the planet, including correct PVRTC 1 & 2 decoding. Its PVRTC2 decoder is actually the only hardware-accurate one in existence that I'm aware of - the PvrTexTool and SCE libs both handle the palettized block mode incorrectly, which produces some subtle flaws that you won't see on hardware. So that's something to keep in mind if you've been using a makeshift solution by changing the block ordering in order to shovel these things into PvrTexTool or something.

So, enjoy. By the way, the issue with your script here was that tiled data on this hardware will always be padded to a power of 2, so it's correct to pad to the next power of 2 when not dealing with LINEAR/LINEAR_STRIDED data.


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 Post subject: Re: PS Vita GXT to PNG conversion
PostPosted: Sat Oct 15, 2016 3:01 am 
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MrAdults wrote:
... tiled data on this hardware will always be padded to a power of 2, so it's correct to pad to the next power of 2 when not dealing with LINEAR/LINEAR_STRIDED data.

okay i know Noesis has native support for gxt now but i wanted to fix the python script for
completion's sake. i updated my previous post with the updated script so it read the width and height
and will round them up to the next power of 2 so they look correct. :D

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 Post subject: Re: PS Vita GXT to PNG conversion
PostPosted: Mon Oct 17, 2016 3:08 pm 
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Hey uhm, I'm having some trouble with a specific gxt file, and it seems to be recurring in a few. It throws the error 'an integer is required'?

https://www.dropbox.com/s/chvcm8200nzp0dm/GEAR.gxt?dl=0


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 Post subject: Re: PS Vita GXT to PNG conversion
PostPosted: Mon Oct 17, 2016 9:08 pm 
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it works fine with Noesis native plugin, don't use my script because it
was made to work only on the samples in the first post (type 0x85) :P

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