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Re: Signsrch
Will have to check this out. Always great to find tools like this.
- Tue Apr 16, 2013 10:59 pm
- Forum: General game tools
- Topic: TIM2 Texture Thubnail Provider for Windows Explorer
- Replies: 3
- Views: 2931
Re: TIM2 Texture Thubnail Provider for Windows Explorer
I hate to bump my own topic, but is there ANY feedback from the people who have installed this? Is it working, not working? Can I get any feedback please?
- Tue Apr 16, 2013 2:53 am
- Forum: Code Talk
- Topic: A serious question regarding languages used
- Replies: 5
- Views: 2238
Re: A serious question regarding languages used
The only times you should worry about the language you use are if you're applying for a position that requires knowledge of a particular language, or if you're working on a project that the language you're using doesn't lend itself to. That is, using the right tool for the job and meeting employmen...
- Sat Apr 13, 2013 7:55 pm
- Forum: Holy Cow!
- Topic: My source code for that C64 music player
- Replies: 2
- Views: 2321
Re: My source code for that C64 music player
It's been a long time since I did "real" programming like this. We are so spoiled programming on PCs in high-level programming languages now.
- Tue Mar 26, 2013 12:30 am
- Forum: General game tools
- Topic: TIM2 Texture Thubnail Provider for Windows Explorer
- Replies: 3
- Views: 2931
TIM2 Texture Thubnail Provider for Windows Explorer
I am going ahead and releasing the thumbnail provider that will be coming with my KOC2 Tool. Here is the Readme - KOC2 Tool Demo for TIM2 Texture Thumbnail support in Windows Explorer Created by Brien L. Johnson of XHP Creations Just run the installer, and instantly get TIM2 Texture thumbnails gener...
- Sun Mar 24, 2013 4:29 am
- Forum: 3D/2D models
- Topic: Are these 8bits tim2 image?
- Replies: 4
- Views: 2305
Re: Are these 8bits tim2 image?
I know this is a pretty old topic, but I've been working on a TIM2 tool, so I've been searching for topics here about them and testing all the ones I can find. Here are the two files decoded - http://i50.tinypic.com/20qip0.png http://i49.tinypic.com/20tl0yd.png And here is a screenshot showing each ...
- Thu Mar 21, 2013 4:36 am
- Forum: Graphic file formats
- Topic: PS2 texture unswizzling (4-bit textures)
- Replies: 4
- Views: 4211
Re: PS2 texture unswizzling (4-bit textures)
I'm in the same exact boat, and every bit of source code I've found doesn't work, although the source code from Puyo Tools and Sparky's Swizzle Code (they are the same thing and not sure who is the original publisher of the code) has been the closest one so far.
- Fri Mar 15, 2013 11:22 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1829
- Views: 396143
Re: Señor Casaroja's Noesis
Well, if Noesis can't load them and they're valid, send me some. I'll take a look next time I'm on a machine with the code. I also googled for the code I spec'd it off for you, but it seems to have magically disappeared from the internet. Much like the FF11 model+anim spec doc I casually came acros...
- Thu Mar 14, 2013 9:58 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1829
- Views: 396143
Re: Señor Casaroja's Noesis
brienj: The TIM2 code in Noesis was spec'd off of some random code I googled a long time ago, but I don't remember what it was from. Does Noesis load the files you have in mind, or does it fail too? It shows the 32-bit color TIM2s, but fails to show anything on the 256-color indexed ones. I could m...
- Mon Mar 11, 2013 10:14 pm
- Forum: Compressed files and methods
- Topic: A new LZSS/RLE type compression format
- Replies: 8
- Views: 2538
Re: A new LZSS/RLE type compression format
Compared to like the decompressor found here: http://my.execpc.com/~geezer/code/lzss.c , the only changes are the length being stored in the upper four bits/the rest of the offset being in the lower four bits and the -1 on the position when reading from the buffer. So it might be easy to take the c...
- Mon Mar 11, 2013 1:59 am
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1829
- Views: 396143
Re: Señor Casaroja's Noesis
I've heard that your program has TIM2 support, and I noticed you only have source code for plugins, but would you be willing to share the TIM2 texture source code? Every TIM2 source code I've found will not work, and hoping you may have some other source code. I'd love to have the TIM2 source code f...
- Sun Mar 10, 2013 9:54 pm
- Forum: Compressed files and methods
- Topic: A new LZSS/RLE type compression format
- Replies: 8
- Views: 2538
Re: A new LZSS/RLE type compression format
quickbms does it automatically while reimporting I guess. anyway you can force it: comtype lzss_compress "12 4 2 2 0xff" Yeah, there are other files, not TIM2, that are compressed, and they don't always necessarily start with 0xFF, but his code decompresses them all accurately. I am in the middle o...
- Sun Mar 10, 2013 7:39 pm
- Forum: Compressed files and methods
- Topic: A new LZSS/RLE type compression format
- Replies: 8
- Views: 2538
Re: A new LZSS/RLE type compression format
That's what my problem was, and probably the problem I had with the source code I had. Thanks for pointing that out. I'll have to see then how to do the compression from that.aluigi wrote:in quickbms I guess it's enough to specify the 0xff initializer:Code: Select all
comtype lzss "12 4 2 2 0xff"
- Sun Mar 10, 2013 7:12 pm
- Forum: Compressed files and methods
- Topic: A new LZSS/RLE type compression format
- Replies: 8
- Views: 2538
Re: A new LZSS/RLE type compression format
Thank you SO much for this. I guess the source code I had for LZSS was wrong, because I tried just the standard LZSS, or at least the source code I had, and it would never work correctly. In fact, the LZSS in quick BMS wouldn't work either, so I am not sure if it is standard LZSS or not. You don't h...
- Thu Mar 07, 2013 8:45 pm
- Forum: Compressed files and methods
- Topic: A new LZSS/RLE type compression format
- Replies: 8
- Views: 2538
A new LZSS/RLE type compression format
I am currently working on the compression that is used on some of the files in KOC2 on the PS2, and I am pretty sure it uses a form of LZSS and possibly RLE as well in the compression. I noticed that the first byte is 0xFF, which should mean a run of eight bytes uncompressed, after that, it gets a l...