Front Mission Online TM2 De-swizzling

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Greg
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Front Mission Online TM2 De-swizzling

Post by Greg »

While Game Graphics Studio can handle FMO's environmental and UI textures, none of its de-swizzling methods work for what I assume are the textures I actually need. While I grasp the general concept of swizzling, I have yet to find any information on how I'm supposed to decern what pattern is being used so I have something to work backwards from. Simply put, I'm staring at masses of pixels and don't know what to do next. Any help or suggestions would be greatly appreciated as, being a defunct MMO, dumping with PCSX2 is not an option. Furthermore, this is the last hurdle before I'm done with the PS2 Front Mission games.
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Greg
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Re: Front Mission Online TM2 De-swizzling

Post by Greg »

I think I found the solution in this, I just need to figure out how to use it.
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Re: Front Mission Online TM2 De-swizzling

Post by Greg »

Never mind, I think I figured out how to parse the file. Just need to reverse-engineer the script.
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Re: Front Mission Online TM2 De-swizzling

Post by Greg »

I reverse-engineered the script and it gives me the same result as Games Graphic Studio/Console Texture Explorer. I'm taking a look at Victor Suba's code now, though I'm not sure how to calculate the values that need to be passed into the read and write functions.
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Re: Front Mission Online TM2 De-swizzling

Post by Greg »

I managed to figure this out with the help of Discord, but the texture I need don't actually seem to be stored as TIM2s.
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