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Search found 94 matches

by Polefish
Fri May 10, 2013 10:25 pm
Forum: Graphic file formats
Topic: Green Lantern: Rise of the Manhunters .tfo textures
Replies: 6
Views: 1177

Re: Green Lantern: Rise of the Manhunters .tfo textures

Would you be so kind to share your information about the texture format with us? Maybe someone else will mess with the same image format in the future. So it would be handy to have some information about it.
by Polefish
Wed Apr 17, 2013 8:05 am
Forum: Graphic file formats
Topic: [Wii] Trauma Center: Second Opinion - *.tpx files
Replies: 6
Views: 1755

Re: [Wii] Trauma Center: Second Opinion - *.tpx files

Ok, I would guess, since the palette header says 256 entries and there is enough space, the palette is 4 byte per pixel, 32bit or RGBA32 (called RGBA8 in the sourcefiles of libwiisharp). But somehow I think that's wrong. The image seems to be a grayscale image judging from your results. Since you sa...
by Polefish
Tue Apr 16, 2013 7:27 pm
Forum: Graphic file formats
Topic: [Wii] Trauma Center: Second Opinion - *.tpx files
Replies: 6
Views: 1755

Re: [Wii] Trauma Center: Second Opinion - *.tpx files

So it seems to be a new palette format. That's bad because I have no idea about how to interpret it:) From the screenshot I can see that the palette has 256 entries. You could have a look at the size of the palette to see how many bytes represent one pixel (I would do it myself but its a bit tedious...
by Polefish
Fri Apr 12, 2013 3:45 pm
Forum: Graphic file formats
Topic: [Wii] Trauma Center: Second Opinion - *.tpx files
Replies: 6
Views: 1755

Re: [Wii] Trauma Center: Second Opinion - *.tpx files

Most Wii games have TPL files for their images. It's possible that your images are only slightly altered tpl files. So you should have a look at this: http://hitmen.c02.at/files/yagcd/yagcd/chap15.html#sec15.35 Dumping some textures with an emulator (dolphin) could be helpful too. This way you can c...
by Polefish
Thu Mar 21, 2013 8:21 pm
Forum: Graphic file formats
Topic: [FIFA13] Replace Image in Archive
Replies: 2
Views: 856

Re: [FIFA13] Replace Image in Archive

Seems like the file contains an XPR2 file (a texturecontainer). Search the forum for more info (viewtopic.php?p=65604#p65604) on these files.

EDIT: I forgot this: viewtopic.php?p=34388#p34388
by Polefish
Sat Feb 23, 2013 8:53 am
Forum: Graphic file formats
Topic: How do I read a "skewed" image?
Replies: 22
Views: 2365

Re: How do I read a "skewed" image?

Thanks, I understand how it works now. I also see why it looks like pixels from the "end" of the first row are spilling over the second row. If I simply loop over the image height and width, it doesn't really reflect how the data is stored in a single array of bytes.. Looks like I'm the only one wh...
by Polefish
Fri Feb 22, 2013 12:24 pm
Forum: Graphic file formats
Topic: Working with RGB24 and RGB alpha masks for transparency
Replies: 6
Views: 1163

Re: Working with RGB24 and RGB alpha masks for transparency

Sir Kane wrote:Header size seems to be 32 bytes, with width and height at 0xC (two ushorts). Followed by width*height*RGB, followed by width*height*A.
Could you explain the information after width and height? Do you mean bits per pixel with RGB?
by Polefish
Fri Feb 22, 2013 12:02 am
Forum: Graphic file formats
Topic: How do I read a "skewed" image?
Replies: 22
Views: 2365

Re: How do I read a "skewed" image?

If I saw this right only the colour channel (24bpp) appears sheared, the alpha channel (8bpp) looks totally fine. It doesn't make much sense this way. Can you think of any reason an image looks skewed/sheared when you parse it wrong?
by Polefish
Thu Feb 21, 2013 5:57 pm
Forum: Graphic file formats
Topic: How do I read a "skewed" image?
Replies: 22
Views: 2365

Re: How do I read a "skewed" image?

Yes it's basically a shifting of pixels by a given amount. This link makes the process very clear: http://cs.fit.edu/~wds/classes/cse5255/thesis/shear/shear.html What you mean by 'complicated' calculations could be the angle representation of the shearing matrix explained here: http://www.cs.colorad...
by Polefish
Thu Feb 21, 2013 5:20 pm
Forum: Graphic file formats
Topic: How do I read a "skewed" image?
Replies: 22
Views: 2365

Re: How do I read a "skewed" image?

I would look up on shearing computer graphics on google to get a basic understanding of the transformation process. Maybe this example in matlab is useful for you http://stackoverflow.com/questions/2818 ... -functions
by Polefish
Wed Feb 20, 2013 1:11 pm
Forum: Graphic file formats
Topic: Working with RGB24 and RGB alpha masks for transparency
Replies: 6
Views: 1163

Re: Working with RGB24 and RGB alpha masks for transparency

Sounds very interesting.
Could it be that the alpha mask(s) have/has a lower bit depth and just appears as three images with some colours?
by Polefish
Fri Feb 15, 2013 9:18 am
Forum: Game Localization
Topic: Sherlock Holmes: The Case of the Silver Earring - Texts
Replies: 5
Views: 1284

Re: Sherlock Holmes: The Case of the Silver Earring - Texts

There are TGA images at the end of the font files. Here are the offsets:

Code: Select all

Arial
0x900 size of tga (4 byte)
0x904 tga file

Comic
0x5c0 size of tga (4 byte)
0x5c4 tga file
http://s3.postimage.org/kdimxgrpv/fonts.jpg
by Polefish
Tue Feb 12, 2013 6:13 pm
Forum: Code Talk
Topic: Offbreak
Replies: 9
Views: 4765

Re: Offbreak

Wow, that's freaking genius :)
by Polefish
Tue Feb 12, 2013 1:58 pm
Forum: Game Localization
Topic: Sherlock Holmes: The Case of the Silver Earring - Texts
Replies: 5
Views: 1284

Re: Sherlock Holmes: The Case of the Silver Earring - Texts

Have you tried to edit it by hand (hexeditor or anything else that supports unicode)? Maybe the game recognises text lengths etc. by controlcodes and you don't have to care about pointers. Just don't overwrite the end of a text but expand it (Inst key).
by Polefish
Fri Jan 25, 2013 6:38 pm
Forum: Code Talk
Topic: Heart of Darkness PAF decoder needing compiling.
Replies: 7
Views: 3753

Re: Heart of Darkness PAF decoder needing compiling.

Found no info about the version it is for but maybe you can just scrap the data before the header signature.