fun fact: just about every other game and file format in the world solves this complex problem by JUST PUTTING A FUCKING HEADER IN THE FILE WHAT ARE YOU DOING
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fun fact: just about every other game and file format in the world solves this complex problem by JUST PUTTING A FUCKING HEADER IN THE FILE WHAT ARE YOU DOING 24 comments
okay having written an extractor for that format, I move onto the next format: GX_TF_RGBA8. OH GOD NOPE. So a 4x4 RGB8 chunk looks like this: ARARARAR ARARARAR my favorite part is that nintendo literally calls this RGBA when it's not in RGBA order. re-parsed. OH GOD THEY CHANGED THE BLOCK SIZE FOR GREYSCALE IMAGES NINTENDO IS JAPANESE FOR "I HATE THE VERY IDEA FOR MAKING ANY FUCKING SENSE" oh wow. I parsed IA8 correctly on the first try! (it is, of course, in AI byte-order) the final format I need to implement is GX_TF_CMPR, which is a variant of DXT1 texture compression, in 8x8 blocks. JUST KIDDING! it's implemented as four 4x4 sub-blocks. so for each subblock, there's 64 bits. so the two numbers are compared, and either way, c0 and c1 are RGB 5:6:5 colors. if c0 is bigger than c1, then: but if c1 is bigger than c0, then: so now you have 4 colors, c0 through c3. The final 32 bits of the subblock is an index into this palette, with two bits per pixel. so yeah. dxt1 works by having you define two colors, they get an extra bit of metadata by making the order of the colors important, then generate 2 more colors based on those colors + metadata. ugh it turns out it's hard to decode 0-width fonts, thanks to divisions. I'm now mass-converting all the textures. |
what do you think this is, classic macos with resource forks?