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Author Topic: Porting modded textures from PC game to PSX game.  (Read 2063 times)
sb iq
Guest
« Reply #15 on: October 21, 2006, 05:27:19 pm »

Oh, sorry. I guess I assumed everyone used DSL/Broadband and wasn't very mindful of dial-up users.

I have another question, hopefully the last one.

Paint Shop Pro can only load palettes in .PspPalette format and .pal format. When I do rip the palette out of the PSX level, should I add .PspPalette or .pal at the end?
creaothceann
Guest
« Reply #16 on: October 21, 2006, 05:45:59 pm »

".pal", otherwise the file dialog won't display the file by default and you'd have to select "show all files".

This won't change the file content though; you'll still have to convert that to JASC's palette file format.
sb iq
Guest
« Reply #17 on: November 27, 2006, 03:10:46 am »

Sorry for bumping this up, but I thought it would be more appropriate to post in this thread than in the "Extracting palettes from a PSX game." thread.

To recap I made a VRAM dump using the Peops soft GPU with epsxe. I was told the CLUTs (Playstation palettes) were the stuff on the right. Below is my VRAM dump, with what I think are the CLUTs highlighted in neon green spray paint:



I loaded my VRAM dump into Paint Shop Pro, zoomed in at 5000% and selected that stuff on the right so it would be pixel perfect, changed the color depth to 8-bit, and copied and pasted that stuff into a new raw file. My “CLUT rip” was 18304 bytes.

I then used 7zip to cut up my “rip” into segments of 768 bytes, so it got cut up into 24 different files.

Then, I converted all 24 files to JASC .pal format using vSNES and saved them all in another folder (I made sure to name them appropriately so I would know which one was first, second, third, etc.).

I renamed all the converted files and added .xxx (xxx being a number 001 to 024) at the end and added “bigpal” at the front of the file names. So the files are bigpal.pal.xxx (ex: bigpal.pal.001 , bigpal.pal.002 , etc.). Using 7zip again, I selected bigpal.pal.001 and used the “Combine files…” option to generate bigpal.pal, which is supposed to be a correct compilation of my files in sequential order. bigpal.pal is the supposed palette of the PSX version, in JASC .pal format.

I loaded up Hex Workshop, and deleted all the excess 23 JASC .pal headers in my huge .pal file (I believe the JASC .pal header is: JASC-PAL..0100..256..).

I then loaded my shrunken hex rip from the PC game into Paint Shop Pro. Then I selected the entire image, and went to Image --> Palette --> Load Palette… and selected my .pal file and chose "Nearest color matching" and then I hit Load.

After all that, the colors are still off. Sad

The PSX version is on the left. My shrunken hex rip from the PC game with the palette applied is on the right. Here is how it looks like in Tile Molester using the 8bpp linear codec in 2-Dimensional mode:



And here it is when I view it using TR2View_128



I am completely stumped as to why the colors still do not match, and how I would make them match. Any help would be greatly appreciated.

Sorry for the long post.
« Last Edit: November 27, 2006, 03:39:17 am by sb iq »
creaothceann
Guest
« Reply #18 on: November 27, 2006, 05:55:14 am »

Quote from: sb  iq on November 27, 2006, 03:10:46 am
I loaded my VRAM dump into Paint Shop Pro, zoomed in at 5000% and selected that stuff on the right so it would be pixel perfect, changed the color depth to 8-bit, and copied and pasted that stuff into a new raw file. My “CLUT rip” was 18304 bytes.

I think you lost some info there.


Quote from: sb  iq on November 27, 2006, 03:10:46 am
I am completely stumped as to why the colors still do not match, and how I would make them match. Any help would be greatly appreciated.

I suggest uploading the VRAM dump and a data file of the PSX game to rapidshare & PMing me the link; I could take a closer look at it.
Gemini
Guest
« Reply #19 on: November 27, 2006, 06:07:21 am »

Quote from: sb  iq on November 27, 2006, 03:10:46 am
To recap I made a VRAM dump using the Peops soft GPU with epsxe.
That's not a VRAM dump, but a screenshot of what you have in the framebuffer, and it's absolutely useless for extracting actual palettes.  Roll Eyes
sb iq
Guest
« Reply #20 on: November 29, 2006, 02:23:55 am »

Thanks creaothceann. I sent the PM right now. Hopefully it got through, as my university's internet is screwy sometimes.
creaothceann
Guest
« Reply #21 on: November 29, 2006, 03:54:18 am »

Got it. ... Maybe it's useful.
creaothceann
Guest
« Reply #22 on: November 29, 2006, 12:02:25 pm »

@sb iq

Could you send me a screenshot of these graphics? I want to check the colors.

  • text (the golden letters)
  • inventory items (medipacks, keys)
  • buttons

Hi- or true-color please.
sb iq
Guest
« Reply #23 on: November 30, 2006, 02:19:32 am »

I sent the PM with the link to the rapidshare dowload.

When I play the game, the letters are green, not gold, though.
creaothceann
Guest
« Reply #24 on: December 02, 2006, 01:18:35 pm »

Yeah, my bad - had been thinking of TR1.

Anyway - all the stuff I tried didn't work out, unfortunately. Undecided\

One thing I've not done so far is changing the *.psx data file so that in the center of a texture is a 16x16 area that contains all the 256 palette indices:



Then you'd have to re-insert the file into the CD image (as descriped here), play the game to that point, take a screenshot and manually reconstruct the palette. Of course there are lots of variables in that process. Tongue But if it works, maybe the location of the CLUT can be found.
sb iq
Guest
« Reply #25 on: December 02, 2006, 07:28:44 pm »

Thanks.

Can you send me the .psx file you changed?

And where can I learn how to manually recontruct the palette?
creaothceann
Guest
« Reply #26 on: December 02, 2006, 10:39:11 pm »

Quote from: sb  iq on December 02, 2006, 07:28:44 pm
Can you send me the .psx file you changed?
Will do once I've done it.

Quote from: sb  iq on December 02, 2006, 07:28:44 pm
And where can I learn how to manually recontruct the palette?
With manually I mean "making an in-game screenshot of the texture, opening it in PSP, selecting the color picker, writing down each pixel's color and building a new palette from that".

Of course it'd be slightly easier if the texture in question is projected directly to the screen, eg. like the letters of the font.
Gemini
Guest
« Reply #27 on: December 03, 2006, 02:16:53 am »

Quote from: creaothceann on December 02, 2006, 10:39:11 pm
With manually I mean "making an in-game screenshot of the texture, opening it in PSP, selecting the color picker, writing down each pixel's color and building a new palette from that".
Did anybody read what I wrote a few messages above? Roll Eyes Those screenshots can't be used for locating actual cluts since colours are completely fucked up. Just create a vram dump (you can get it from an ePSXe savestate or using pSX for a direct dump), open it using this tool, then you can start looking for the actual values and use them for loading a texture with the correct colours.
sb iq
Guest
« Reply #28 on: December 03, 2006, 03:23:46 am »

I tried using the tool you linked to, but the readme was in a foreign language. How do I use it?

I loaded WALL.PSX into Tile Molester again, but this time I used the 16 bpp ABGR (1555) so that the textures look similar to my snapshot of what was in VRAM. I found something that looks like the stuff on the right in my VRAM snapshot.



Could that chunk of stuff on top of the vertical red and green lines be the CLUT?
Gemini
Guest
« Reply #29 on: December 03, 2006, 03:24:51 am »

Yep, you found them.
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