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Author Topic: Tim viewer / PS textures in general  (Read 494 times)
Zeality
Guest
« on: April 03, 2007, 08:33:56 pm »

I've always had this problem:



Junk appears at regular intervals in certain images, and reconstructing them always leaves a chunk of the image missing.



There's another. Someone took the Acacia emblem and tried to reconstruct it, eventually just having to copy the top and photoshop it.



I really have no idea how to fix this, as there are some definitely interesting textures in the demo of Chrono Cross that I'd like to get out.
Gemini
Guest
« Reply #1 on: April 03, 2007, 09:00:54 pm »

You are ripping directly for the cd ISO, aren't you? Forget that and scan actual files, not the whole binary image or EDC/ECC and header information will get ripped among tim files.
Zeality
Guest
« Reply #2 on: April 03, 2007, 10:21:50 pm »

Whoo, thanks.
Zeality
Guest
« Reply #3 on: April 05, 2007, 10:55:11 pm »

Finally got a chance to try things out. So with TIMViewer in mind, I'd first need to save all the .tim files, then scan particular ones?
Cyberman
Guest
« Reply #4 on: April 06, 2007, 10:30:21 am »

Quote from: Zeality on April 05, 2007, 10:55:11 pm
Finally got a chance to try things out. So with TIMViewer in mind, I'd first need to save all the .tim files, then scan particular ones?
depends on what you want to do? Are you writting a TIM viewer? By experience a TIM is nothing more than a raw image loaded into the VRAM of the playstation.  Dealing with the palette is application specific as well.  Obviously you know how to decode 16 bit TIM's however 8 and 4 bit ones exist as well (often used with textured model's, FF7 uses 4 and 8 bit TIM's in there model format, FF8 uses 8bit TIM's, and FF9 does as well).  Also it's important to keep the location in VRAM the TIM is to be located at.  How I have been decoding them in general is dumping them to a bitmap that is 1024x512 and storing them 16bpp (with the ugly RGB coloring and all Smiley ).  It looks bad, however it does show location for the TIM in the display memory.  If there is a single palette (location is often the bottom left of VRAM), decoding is a snap, however with FF7 FF8 and FF9 there are multiple palettes (as many as 32).

Hence why I say "Depends" on what you want to do. Smiley

What might work is to create a set of bitmap files from the TIM files you discovered in some temporary directory near your application.  Then generate large icons in a list view placing titles that make sense beneath them, and you should have a fairly 'clickable' way to decide what files you are looking for on the PS1 disk.  It's possible to directly read from an ISO image the data you are looking for, although a bit more complicated.

Cyb
Zeality
Guest
« Reply #5 on: April 06, 2007, 09:30:31 pm »

Aha, nothing so arcane. I'm trying to view TIMs like those textures without that header junk interspersed between the images so I can archive them at the Chrono Compendium. There are some pretty interesting Chrono Cross beta images there.
Cyberman
Guest
« Reply #6 on: April 07, 2007, 07:52:39 am »

I see. Smiley  I suppose sometime I will need to dig out my CC disks and do that myself.
In any case are you reading the RAW ISO sectors? If so you should be getting rid of the sync bytes and sector ID information then examine the mode byte to be sure where the actual data starts.  CC probably has a hidden data index table like Xenogears does.  Although anoying it does make reading it a snap if you know how to deal with ISO images.

Cyb
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