Author
|
Topic: Extracting palettes from a PSX game. (Read 2 times)
|
creaothceann
Guest
|
|
« Reply #30 on: November 08, 2006, 01:43:11 am » |
|
Thanks for the program creaothceann. I'm just wondering, it seems my "rip" is going to be much greater than 768 bytes. Will vSNES still be able to convert it to JASC .pal?
vSNES uses only the first 768 bytes (in that particular PAL format mode). You could of course split your file into smaller 768-byte files, and convert those. (Btw. JASC .pal files are in text format, so you can view them in Notepad.)
|
|
|
|
sb iq
Guest
|
|
« Reply #31 on: November 08, 2006, 03:59:28 am » |
|
Eep. This means I have to split them up into 71.5 files. O_O
|
|
|
|
creaothceann
Guest
|
|
« Reply #32 on: November 08, 2006, 05:21:02 am » |
|
At this point it's probably easier to learn programming (QBasic will suffice). Let your PC do the work...
|
|
|
|
Gemini
Guest
|
|
« Reply #33 on: November 08, 2006, 05:22:53 am » |
|
Yeah, I tried loading my VRAM dump into Tile Molester and I got tons of gibberish. You don't have to load there your vram dump. Use it just as reference for finding cluts. Take stage data, open it with Tile molester and you'll find both cluts and textures.
|
|
|
|
sb iq
Guest
|
|
« Reply #34 on: November 08, 2006, 04:39:13 pm » |
|
Oh, that does seem more reliable.
I did manage to find the textures using TM at hex address 0011CC20 because I saw familiar texture shapes, but I don't know how I would find the palette. What visual cues will tell me the data I'm viewing in TM is a palette or not?
Also, the huge "palette" size I am getting now doesn't make sense. I mean, if I run the PC version with the Software 256 Colour Renderer, it will use 8-bit textures that refer to a 768 byte palette.
The Playstation has much less ram than the PC. It only has 2MB of RAM + 1MB of VRAM. In fact, the 8-bit textures for the Playstation version has smaller dimensions, probably to save RAM. It doesn't make sense that it would have to load an 18 KB palette with only 1 MB of VRAM, whereas a PC around that time could have 16 MB of RAM on its graphics card, but load a 768 byte palette.
|
|
« Last Edit: November 08, 2006, 05:13:25 pm by sb iq »
|
|
|
|
creaothceann
Guest
|
|
« Reply #35 on: November 09, 2006, 01:56:46 am » |
|
(The PC version doesn't have to load a palette into VRAM, it just has to "upload" them to the VGA DAC chip.)
|
|
|
|
sb iq
Guest
|
|
« Reply #36 on: November 12, 2006, 05:16:44 am » |
|
Sorry to bump this up.
I think PSP adds 0000 0000 0000 0000 at the beginning every .raw file it makes. So my palette turned out to be 18,312 bytes, when it should be 18,304 bytes (64 x 286=18,304). Should I remove these extra 0s?
|
|
« Last Edit: November 12, 2006, 05:54:34 am by sb iq »
|
|
|
|
creaothceann
Guest
|
|
« Reply #37 on: November 12, 2006, 05:16:00 pm » |
|
Probably. *shrugs*
|
|
|
|
Neil
Guest
|
|
« Reply #38 on: January 01, 2009, 08:50:20 pm » |
|
-necrobump to save a thread from the great board prune of 2009- some arguably useful psx graphics type stuff in here.
|
|
|
|
sb iq
Guest
|
|
« Reply #39 on: January 01, 2009, 11:47:57 pm » |
|
Whoa! A blast from the past!
~3 years later I think creaothceann PVV program works, but I never got it to work with Tomb Raider II.
I did find out that the CLUT can be hacked with SNESPal, so the CLUT can be modified to work with the new textures instead.
|
|
|
|
creaothceann
Guest
|
|
« Reply #40 on: January 02, 2009, 06:18:33 am » |
|
You still seem to think that you can/must rely on pre-made tools to do the job for you. Well, tools expect the data in certain formats, and otherwise will fail.
You really need to grab a hex-editor and some hardware / file format specifications, and reverse-engineer how the data can be extracted and converted to something useable. Then code a small tool (console program is fine) that does the job.
|
|
|
|
|