Feda Remake's Graphic Format (Sega Saturn)
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Darkfox
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Feda Remake's Graphic Format (Sega Saturn)
I know, it's an odd console request but I dunno where else to go for this kind of stuff since no tools seem to exist. The graphics seem to be uncompressed, but the format is what bugs me. They have compared it to bitmap but I dunno. Here's a couple of files from the CD.
I'm trying to understand the format as well as extract and view them. Because, quite honestly, nobody really can as it seems.
Very few details exist on this, but I don't know, maybe I'm overcomplicating it?
I'm trying to understand the format as well as extract and view them. Because, quite honestly, nobody really can as it seems.
Very few details exist on this, but I don't know, maybe I'm overcomplicating it?
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Darkfox
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Here's somthing else to base off of. It is apparently one of two "chara" files. Apparently the overhead view sprites.
As far as I've been able to distinguish is that the graphics do not seem to be compressed, but are in a strange form somewhat resemblant to a bitmap. Not 100% sure here though. I'm not too good with graphic formats afterall O_o.
Edit: When looking at it in a hex editor. I've noticed the reaccurance of "85 84 84 85". Is this a possible header? O_o
Edit 2: Used another hex editor and it was some other number. O_o not sure what exactly I'm looking at here but it appears to be like a form of bitmap.
Edit 3: Yeah, the Chara.bin contains character overhead graphics as well as portraits. I saw them in Texture Finder. Now to figure out how to view them right >_<
Edit 4: Oh yeah. I found something in the game that gives data on each character and refers to the _N BIN files. I am not sure but I believe AIN_N.BIN contains the battle graphics and are of a different format.
As far as I've been able to distinguish is that the graphics do not seem to be compressed, but are in a strange form somewhat resemblant to a bitmap. Not 100% sure here though. I'm not too good with graphic formats afterall O_o.
Edit: When looking at it in a hex editor. I've noticed the reaccurance of "85 84 84 85". Is this a possible header? O_o
Edit 2: Used another hex editor and it was some other number. O_o not sure what exactly I'm looking at here but it appears to be like a form of bitmap.
Edit 3: Yeah, the Chara.bin contains character overhead graphics as well as portraits. I saw them in Texture Finder. Now to figure out how to view them right >_<
Edit 4: Oh yeah. I found something in the game that gives data on each character and refers to the _N BIN files. I am not sure but I believe AIN_N.BIN contains the battle graphics and are of a different format.
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Darkfox
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The only thing I've been able to find is the released development manuals by Sega: http://www.antime.org/sega/docs.html
Other than that. I am fairly certain they refer to palette data as a "color bank" which I'm trying to figure out at this point. But as I've heard graphics are probably the more confusing things about Sega Saturn. Then again, I dont know much about the sound either >_<. You seem to be interested in music/sound formats though. I dunno. My interest has always been graphics. XD
Other than that. I am fairly certain they refer to palette data as a "color bank" which I'm trying to figure out at this point. But as I've heard graphics are probably the more confusing things about Sega Saturn. Then again, I dont know much about the sound either >_<. You seem to be interested in music/sound formats though. I dunno. My interest has always been graphics. XD
- Strobe
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Hi!!
Lets revive this.
so obviously the character animations has no palette data.
BUT...the character portraits have!!! =DD
the palette data is however strange, and is stored as 16 bit instead
of 32/24. im currently working on a converter to TGA to save those
images.
so obviously the character animations has no palette data.
BUT...the character portraits have!!! =DD
the palette data is however strange, and is stored as 16 bit instead
of 32/24. im currently working on a converter to TGA to save those
images.
- Strobe
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Weehaaa.
Now this exporter is available in the newest jaeder release :X
However, the palette data is a bit off track. (i know), I had
some troubles trying to understand how to interpret 16 bit palettes,
and i just didnt get hang of it totally.
but overall the exports look pretty readable
However, the palette data is a bit off track. (i know), I had
some troubles trying to understand how to interpret 16 bit palettes,
and i just didnt get hang of it totally.
but overall the exports look pretty readable

