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Author Topic: Porting modded textures from PC game to PSX game.  (Read 2063 times)
sb iq
Guest
« Reply #30 on: December 03, 2006, 05:21:55 am »

Phew. Finally! ^_^

How do I properly extract the CLUT and figure out the hex address where it really begins, ends, etc.?

I tried selecting that stuff with TM, but TM keeps automatically selecting extra stuff (ex: that black stuff on the top, or some of the red and green lines on the bottom).
« Last Edit: December 03, 2006, 05:46:50 am by sb iq »
creaothceann
Guest
« Reply #31 on: December 03, 2006, 06:09:07 am »

Here's the modified file: http://rapidshare.com/files/5858182/modified_WALL.rar.html

Gemini:
I thought that the color could be restored with some bit-shifting. Tongue
sb iq
Guest
« Reply #32 on: December 04, 2006, 02:16:09 am »

Thanks for the help creaothceann.

Quote from: Gemini 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.

How do I use that program to determine values? The readme was not in my native language (English). Sad Right now I am trying to figure out the exact hex addresses where the CLUT begins and ends in the savestate or WALL.PSX.

It's great that I finally found the palette, but I am having trouble trying to figure out the exact hex address where it begins and ends with Tile Molester.
« Last Edit: December 05, 2006, 12:57:43 am by sb iq »
sb iq
Guest
« Reply #33 on: December 07, 2006, 03:23:21 am »

Sorry to bump this up again, but I just ran into something strange.

I’m still trying to figure out the exact hex address where the CLUT begins in WALL.PSX. So I loaded WALL.PSX into TM, and when I scroll down enough, I start seeing the CLUT at around 178000:



However, when I use TM’s “Go To…” option to jump to the hex address 178001, the CLUT looks weird all of a sudden:



What does this mean? Does the CLUT really begin at 178000, 178001, or some other address? I also noticed that there are some pixels above the “178000” line.

Moreover, in my VRAM snap the CLUT has the dimensions of 64 x 286. Does this mean the CLUT is 18304 bytes (64*286=18304)?
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