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Author Topic: Difficult graphics format  (Read 1643 times)
KaioShin
Guest
« on: June 19, 2007, 05:33:05 pm »

I have a topic for our graphics experts here on the board. The team members and I've been trying to edit the title screen menu options of Namco X Capcom. However we can't get it to work good. The graphics shows up fine in Tile Molestor - but the colors are messed up.

Some screenshots:

How it looks like in the game



2D - 15Bpp



2D - 32Bpp



Gemini said 15bpp is the correct color depth, to me subjectively 32bpp looks better, I just don't have the experience with graphics to really know what I'm talking about though. Also note how the gfx seem doubled in 32bpp. Shouldn't they be squished to half in comparison to 15/16 bpp instead? Well, I don't know what to make out of this, I'm grateful for all help, information and hints Smiley

This is a crude test Saito made. He changed one of the lines directly in Tile Molester using only one color (in 32bpp mode if that matters):



The colors look ... interlaced? Maybe this can help you.

Also, here is a link to the file containing these graphics:

http://download.yousendit.com/435B6E2005E62950

It only contains the graphics pertaining to the title screen.


Thanks in advance.




Kitsune Sniper
Guest
« Reply #1 on: June 19, 2007, 06:02:56 pm »

... These seem to be similar to TIM files. I can see the palette entries in Tile Molester, but for some reason none of my TIM programs will do anything with the file...

Edit: Tried increasing the size of the grid by pressing Shift + Right arrow?
KaioShin
Guest
« Reply #2 on: June 20, 2007, 04:23:08 am »

We also tried all Tim programs, no luck. Maybe it's a custom tim format?

Using shift+arrow keys didn't help either. It made the image more drawn out or narrow, but the colors stayed the same.
Odin_Knight
Guest
« Reply #3 on: June 20, 2007, 11:45:18 am »

in the 2D - 32Bpp it seems each word is composed by two images interleaved. The one in the middle an the other that is devided by the edges. Maby that's why the 2D - 15Bpp Fonts seem squashed and the text appear's interlaced in the modded image
Kajitani-Eizan
Guest
« Reply #4 on: June 20, 2007, 06:45:47 pm »

right, 15bpp (or maybe 16bpp, i dunno) is definitely correct. you will want to edit that, and it should look right. is there a palette, or are the colors just RGB encoded in a weird way, or what?
KaioShin
Guest
« Reply #5 on: June 21, 2007, 04:42:43 am »

There is no palette afaik (as it's a bitmap with 15bpp a palette would be quite insane), I guess it's really weird encoding.
Kitsune Sniper
Guest
« Reply #6 on: June 21, 2007, 01:14:04 pm »

Quote from: KaioShin on June 21, 2007, 04:42:43 am
There is no palette afaik (as it's a bitmap with 15bpp a palette would be quite insane), I guess it's really weird encoding.
It does have a palette. Those little blocks before the image? I've seen TIM files that have that, so I'm fairly sure that's the palette.
Gemini
Guest
« Reply #7 on: June 21, 2007, 10:38:44 pm »

Guys, 15+ bit images don't need any palette, 'cause they are palette themselves. That block of data just after the image is supposed to be some kind of header (probably width and x-y position in vram), so nothing to do with palettes.
creaothceann
Guest
« Reply #8 on: June 22, 2007, 08:32:37 am »

Quote from: KaioShin on June 19, 2007, 05:33:05 pm
Also note how the gfx seem doubled in 32bpp. Shouldn't they be squished to half in comparison to 15/16 bpp instead?

The 32-bit mode expects twice the data of a 15/16-bit mode, so its number-of-bytes-per-line is doubled. When your data has only half of that, the 32-bit mode puts two lines of source data into one visible line. Wink

About the format - there are several possibilities:

0RRRRRGGGGGBBBBB
RRRRR0GGGGGBBBBB
RRRRRGGGGG0BBBBB
RRRRRGGGGGBBBBB0

0RRRRRBBBBBGGGGG
RRRRR0BBBBBGGGGG
RRRRRBBBBB0GGGGG
RRRRRBBBBBGGGGG0

0GGGGGRRRRRBBBBB
GGGGG0RRRRRBBBBB
GGGGGRRRRR0BBBBB
GGGGGRRRRRBBBBB0

0GGGGGBBBBBRRRRR
GGGGG0BBBBBRRRRR
GGGGGBBBBB0RRRRR
GGGGGBBBBBRRRRR0

0BBBBBRRRRRGGGGG
BBBBB0RRRRRGGGGG
BBBBBRRRRR0GGGGG
BBBBBRRRRRGGGGG0

0BBBBBGGGGGRRRRR
BBBBB0GGGGGRRRRR
BBBBBGGGGG0RRRRR
BBBBBGGGGGRRRRR0

Have you tested all of them?


EDIT: And 16-bit modes of course, too:

RRRRRRGGGGGBBBBB
RRRRRGGGGGGBBBBB
RRRRRGGGGGBBBBBB

RRRRRRBBBBBGGGGG
RRRRRBBBBBBGGGGG
RRRRRBBBBBGGGGGG

GGGGGGRRRRRBBBBB
GGGGGRRRRRRBBBBB
GGGGGRRRRRBBBBBB

GGGGGGBBBBBRRRRR
GGGGGBBBBBBRRRRR
GGGGGBBBBBRRRRRR

BBBBBBRRRRRGGGGG
BBBBBRRRRRRGGGGG
BBBBBRRRRRGGGGGG

BBBBBBGGGGGRRRRR
BBBBBGGGGGGRRRRR
BBBBBGGGGGRRRRRR
« Last Edit: June 22, 2007, 07:28:33 pm by creaothceann »
KaioShin
Guest
« Reply #9 on: June 22, 2007, 04:43:02 pm »

Tile Molester only supports RGB and BGR, I have no idea how to test the other variants Undecided\
creaothceann
Guest
« Reply #10 on: June 22, 2007, 05:19:49 pm »

With your own self-programmed tool? :thumbsup:

*sigh* Maybe I could code a little viewer...
DMV27
Guest
« Reply #11 on: June 22, 2007, 06:56:55 pm »

It looks like the image is 8bpp with a palette before each section. Here is the 8-bit image with no palette applied.

Ryusui
Guest
« Reply #12 on: June 22, 2007, 07:02:24 pm »

One plus two plus one plus one. Dammit, I should've seen that. It makes perfect freakin' sense. -_-;
creaothceann
Guest
« Reply #13 on: June 22, 2007, 07:17:19 pm »

Quote from: DMV27 on June 22, 2007, 06:56:55 pm
It looks like the image is 8bpp with a palette before each section.

The "Namco X Capcom" logo is definitely 15- or 16-bit though. (xres=512)
DMV27
Guest
« Reply #14 on: June 22, 2007, 07:47:25 pm »

It looks like 8bpp to me.

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