im a bit late too i guess but i decided to just release the tools we coded for this game while poking around with it.
you can download the whole thing from my site; https://bbs.blacklabel-translations.com ... php?tid=73
maybe they'll serve some use for someone.
Join also our Discord channel! Click here.
Search found 32 matches
- Mon May 06, 2019 3:51 pm
- Forum: Graphic file formats
- Topic: [Tiled? PNG] Utawarerumono: Itsuwari no Kamen
- Replies: 8
- Views: 2432
- Tue Oct 23, 2018 7:38 pm
- Forum: Graphic file formats
- Topic: [Tiled? PNG] Utawarerumono: Itsuwari no Kamen
- Replies: 8
- Views: 2432
Re: [Tiled? PNG] Utawarerumono: Itsuwari no Kamen
I planned to, but it's currently not something im actively working on. I got busy with other things.
That said, i have a full mapping of the script format so editing it in any way i wish is not really an issue.
That said, i have a full mapping of the script format so editing it in any way i wish is not really an issue.
- Tue Oct 16, 2018 1:45 pm
- Forum: Graphic file formats
- Topic: [Tiled? PNG] Utawarerumono: Itsuwari no Kamen
- Replies: 8
- Views: 2432
Re: [Tiled? PNG] Utawarerumono: Itsuwari no Kamen
yeah. Though just so that you know, if my memory serves me, only like... 4 images in the entire game are using this swizzle. (titlescreen image, some menu stuff i believe.) i just fed them to my deswizzler and then disabled the whole junk from the header. They learned their lesson since utawarerumon...
- Thu Oct 11, 2018 9:38 pm
- Forum: Graphic file formats
- Topic: [Tiled? PNG] Utawarerumono: Itsuwari no Kamen
- Replies: 8
- Views: 2432
Re: [Tiled? PNG] Utawarerumono: Itsuwari no Kamen
they are swizzled with morton (aka. z-order) you're also right about the flag, if you change the flag in the header to disable the swizzle, the graphics work fine without it, so if you can get your hands on the clean image, you can just reassemble it and change the header to not use z-order, then in...
- Fri Dec 19, 2014 3:09 pm
- Forum: Graphic file formats
- Topic: Custom GMA/TPL help...
- Replies: 2
- Views: 942
Re: Custom GMA/TPL help...
i took a peek at the graphics and they look rather simple as is, aside the fact that they seem to lack a palette (in a different file i'd assume) here's what i found out: http://forum.xentax.com/download/file.php?mode=view&id=8302&sid=5616124d9c04ee035dc514b4bd2c1752 judging from the data pattern, t...
- Sat Nov 16, 2013 7:49 pm
- Forum: Graphic file formats
- Topic: 16x8 pixel tiled graphics (.tpl)
- Replies: 32
- Views: 5164
Re: 16x8 pixel tiled graphics (.tpl)
i tested it out and the BGRA<->RGBA works perfectly <3 didnt test the palette size yet, but im pretty sure it works just fine too anyway :P here's a decoded file against an in-game screenshot: http://mce.do.am/dev/psp/egbg00decoded.png http://mce.do.am/dev/psp/egbg00_screencap.png this'll be hopeful...
- Sat Nov 16, 2013 11:10 am
- Forum: Graphic file formats
- Topic: 16x8 pixel tiled graphics (.tpl)
- Replies: 32
- Views: 5164
Re: 16x8 pixel tiled graphics (.tpl)
Not yet, i've been pretty busy with work all week.
Havent had much time to sit at my pc.
I'll get back home later oday and hoping to get to work on this more again.
Also been looking into the scripts of the game too.
Havent had much time to sit at my pc.
I'll get back home later oday and hoping to get to work on this more again.
Also been looking into the scripts of the game too.
- Tue Nov 12, 2013 9:58 pm
- Forum: Graphic file formats
- Topic: 16x8 pixel tiled graphics (.tpl)
- Replies: 32
- Views: 5164
Re: 16x8 pixel tiled graphics (.tpl)
currently my only issue is these alpha channeled character renders (i dont actually have to edit these, but they're built hte same way as the menu files that do contain text) it would appear that: - the resolution values of these images are complete nonsense. - i assembled aru02.tpl from the decoded...
- Tue Nov 12, 2013 6:42 pm
- Forum: Graphic file formats
- Topic: 16x8 pixel tiled graphics (.tpl)
- Replies: 32
- Views: 5164
Re: 16x8 pixel tiled graphics (.tpl)
it should work on the background files like egbg00 we tested things out with. however, i've been analyzing the yuz01, along with few other character renders and it seems it's using a different type of encoding (mode flags maybe, which is yet another reason for me to believe that the file header in T...
- Tue Nov 12, 2013 5:27 pm
- Forum: Graphic file formats
- Topic: 16x8 pixel tiled graphics (.tpl)
- Replies: 32
- Views: 5164
Re: 16x8 pixel tiled graphics (.tpl)
i'll test out the tile encoder and see if it works, but i'd assume it does.
dont really see any reason why he'd write 2 un-tiling apps
it'slikely that the tile encoder has the same bug than the decoder though, where it changes 0A to 0D0A :/
need to check that out.
dont really see any reason why he'd write 2 un-tiling apps

it'slikely that the tile encoder has the same bug than the decoder though, where it changes 0A to 0D0A :/
need to check that out.
- Tue Nov 12, 2013 11:02 am
- Forum: Graphic file formats
- Topic: 16x8 pixel tiled graphics (.tpl)
- Replies: 32
- Views: 5164
Re: 16x8 pixel tiled graphics (.tpl)
im at work atm so cant really check much at the time, but i ran it with few different settings before going to bed last night and i got it to display pretty close with 128x360 / 128x360 / 128/256 or something along these lines. i had issues testing different settings because the application does che...
- Tue Nov 12, 2013 1:08 am
- Forum: Graphic file formats
- Topic: 16x8 pixel tiled graphics (.tpl)
- Replies: 32
- Views: 5164
Re: 16x8 pixel tiled graphics (.tpl)
it works perfectly even. im not talented though, nor young :P now that this problem is out of the way, im on my way to the next one. it appears the developers were complete asses when making these files. i looked up at a character render; yuz01.tpl which is one image, 42kB in size, and according to ...
- Tue Nov 12, 2013 12:18 am
- Forum: Graphic file formats
- Topic: 16x8 pixel tiled graphics (.tpl)
- Replies: 32
- Views: 5164
Re: 16x8 pixel tiled graphics (.tpl)
he doesnt use windows as far as i know. i'll see what i can do for that. As i'e stated many times to this point, my programming is a zero. i have no idea what's going on in that code :P edit: SUCCESS!! you are a genius <3 i ran the .tpl though the decoder, opened in hex editor and replaced 0D0A with...
- Mon Nov 11, 2013 11:53 pm
- Forum: Graphic file formats
- Topic: 16x8 pixel tiled graphics (.tpl)
- Replies: 32
- Views: 5164
Re: 16x8 pixel tiled graphics (.tpl)
the header is correct, but this is a TGA tailored for console game use and hence barely ever seen with pc's.
i use ps2 graphics artists tools to generate them.
i use ps2 graphics artists tools to generate them.
- Mon Nov 11, 2013 11:00 pm
- Forum: Graphic file formats
- Topic: 16x8 pixel tiled graphics (.tpl)
- Replies: 32
- Views: 5164
Re: 16x8 pixel tiled graphics (.tpl)
haent tried them ingame yet. i'll do that once i get them to extract and rebuild the way i want. i trust data, so once its' verified that the data is fine, i'll start doing in-game implementations. as for tga header. use: 0001 0100 0000 0120 0000 0000 E001 6801 0800 as the header, paste the palette ...