Mittwoch, 25. September 2013
Dienstag, 24. September 2013
0x430 = 0x8030 0000 0100 0011 0000 = 1000 0000 0011 0000
I have the value on the right side of = and try to find the other side, after the hex version is the binary version for each value
ok, this is no conversion I found out, you take the value masked with 0x7FFF (v & 0x7FFF) and divide it by 3, now go so many entries back and take that index from list. this was the way ffx encoded its indices... wtf
greetz WV
Mittwoch, 18. September 2013
Dunno why I still work on this, but at least the most neccessary base for DLC editing codewise is done, added DLC TOCbin Updater today.
Also I found a cool way to make a RichTextBox transparent, so I can use the Form background with tiled images:
public class TransparentRichTextBox : RichTextBox
{
[DllImport("kernel32.dll", CharSet = CharSet.Auto)]
static extern IntPtr LoadLibrary(string lpFileName);
protected override CreateParams CreateParams
{
get
{
CreateParams prams = base.CreateParams;
if (LoadLibrary("msftedit.dll") != IntPtr.Zero)
{
prams.ExStyle |= 0x020; // transparent
prams.ClassName = "RICHEDIT50W";
}
return prams;
}
}
}
greetz WV
Also I found a cool way to make a RichTextBox transparent, so I can use the Form background with tiled images:
public class TransparentRichTextBox : RichTextBox
{
[DllImport("kernel32.dll", CharSet = CharSet.Auto)]
static extern IntPtr LoadLibrary(string lpFileName);
protected override CreateParams CreateParams
{
get
{
CreateParams prams = base.CreateParams;
if (LoadLibrary("msftedit.dll") != IntPtr.Zero)
{
prams.ExStyle |= 0x020; // transparent
prams.ClassName = "RICHEDIT50W";
}
return prams;
}
}
}
greetz WV
Sonntag, 15. September 2013
Added explorer for .Hack's (PS2 Game) BIN files. You can read them directly from the disc. It contains a few GZipped files, which in turn contain alot "blocks" as I would say, but it doesnt always work, also the counts never really match except in a few case where the ccs file contains only one texture for example. these blocks work like :
{
int32 flags
int32 size
}
but size doesnt always match, there are blocks that have exceptions. Also notice size * 4 bytes to the next block, not size alone
greetz WV
Samstag, 14. September 2013
Freitag, 13. September 2013
Finally, some results, today I finished rough texture export for FFX, looks good so far, even with small errors :D
greetz WV
They use a 256 color palette, so one buffer holds different palettes a 1024 byte (argb, 4x256) and the other the entry byte for each pixel. The third buffer then tells which imagebuffer is used with which palette. After all that some color correction has to be done, so far I only multiply alpha channel by 2, but that obviously isnt all...
greetz WV
Mittwoch, 11. September 2013
if you happen to buy a TV in europe today, f.e. a great new flatscreener, with usb port, hdmi and all the fancy stuff, you actually bought a linux mainboard with an oversized screen output! Also it doesnt really matter what company sells you a tv, what name or brand is on them, its just variations of different mainboards from two main companys: Vestel and Beko. I dont wanna talk about the technical details here, as some are scary. But in principle you have a pc, running linux, with the same software and just change settings, or load packages as updates for the sw.
Now if you happen to get some firmware files they will contain some .bin files, some autorun script and/or maybe a pkg file. The bin files are like tree-structured ini-files that have parameteres and their value. For these files I wrote a tool called PCReader (ProfileCreator, the program these are made with) that can read these files, if someone needs it, I could probably add editing too...
Also two pins on either SCART or the VGA-cable are used to telnet into that linux machine, once I get a suitable device, im gonna try that out :P
greetz WV
Now if you happen to get some firmware files they will contain some .bin files, some autorun script and/or maybe a pkg file. The bin files are like tree-structured ini-files that have parameteres and their value. For these files I wrote a tool called PCReader (ProfileCreator, the program these are made with) that can read these files, if someone needs it, I could probably add editing too...
Also two pins on either SCART or the VGA-cable are used to telnet into that linux machine, once I get a suitable device, im gonna try that out :P
greetz WV
Dienstag, 10. September 2013
how to read a swizzled / tiled texture as used in some consoles? here some C# snipped of mine
int[,] Image = new int[width, height];
int m = 16;
int n = 16;
for (int y = 0; y < height / n; y++)
for (int x = 0; x < width / m; x++)
for (int j = 0; j < n; j++)
for (int i = 0; i < m; i++)
Image[x * m + i, y * n + j] = ReadRGBInt(source);
greetz WV
int[,] Image = new int[width, height];
int m = 16;
int n = 16;
for (int y = 0; y < height / n; y++)
for (int x = 0; x < width / m; x++)
for (int j = 0; j < n; j++)
for (int i = 0; i < m; i++)
Image[x * m + i, y * n + j] = ReadRGBInt(source);
greetz WV
Montag, 9. September 2013
sometimes I simply pick up a task and dunno why I did it, but this time was quick fun. Here the original post
http://www.gildor.org/smf/index.php/topic,1794.msg14258.html#msg14258
so here comes the Injustice: Gods Among Us xbox360 .xxx file decompressor and a rudimentary (only names table so far) browser for them
also on SVN^^
greetz WV
http://www.gildor.org/smf/index.php/topic,1794.msg14258.html#msg14258
so here comes the Injustice: Gods Among Us xbox360 .xxx file decompressor and a rudimentary (only names table so far) browser for them
also on SVN^^
greetz WV
Next thing im workin on for a while now, is an ffm file viewer for Final Fantasy X. There was once a guy out there, yaz0r, that had the incredible skill to revert the format from the PS2 game executable and wrote the well know FFXViewer tool. Unfortunately he deleted all his stuff and the research about it. So I basically took his tool and decompiled it to pseudo C from asm, to get the structure of the file for it. put my research so far on SVN repo too
for more details follow here:
http://ffproject.net/FFXplorer/viewforum.php?f=7
greetz WV
for more details follow here:
http://ffproject.net/FFXplorer/viewforum.php?f=7
greetz WV
Now for all coming tools, I created a SVN repo at SourceForge:
http://sourceforge.net/p/wvtools/code/
in the basefolder you can find now tools for Wipeout Fusion:
WOFExplorer
Get your PS2 game DVD, put it in the DVD drive and open the FILESYS.WAC file in WOF subfolder. Now you can browse the game content and extract files by double clicking on them (notice that it will ask for FILESYS.WAD where the actual data is stored)
MUNViewer
well MUN files are texture files, BGR encoded and swizzled/tiled with 16x16 tiles, this tool can display them. Also you will find "test.tga" after you opened a files in the exe's directory, which contains the image as tga format
greetz WV
http://sourceforge.net/p/wvtools/code/
in the basefolder you can find now tools for Wipeout Fusion:
WOFExplorer
MUNViewer
well MUN files are texture files, BGR encoded and swizzled/tiled with 16x16 tiles, this tool can display them. Also you will find "test.tga" after you opened a files in the exe's directory, which contains the image as tga format
greetz WV
Well first post should probably contain a link to my most known project:
and its forum:
http://me3explorer.freeforums.org/
theres also a wiki about the tech details:
http://me3explorer.wikispaces.com/
well thats actually it for my first post :P
greetz WV
and its forum:
http://me3explorer.freeforums.org/
theres also a wiki about the tech details:
http://me3explorer.wikispaces.com/
well thats actually it for my first post :P
greetz WV
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