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 Post subject: Lumines LIVE! .xpr
PostPosted: Mon Nov 09, 2020 6:37 pm 
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Joined: Sat Apr 13, 2019 5:53 pm
Posts: 10
Finally, the demon known as the Lumines compression has been defeated.
However, there's another roadblock.
The .xpr files used in the game are vastly different; some load fine using the script here, but others appear with an incorrect tile arrangement.
Located below is one of the latter.
Strangely, loading it in a raw image viewer shows that the file was never swizzled in the first place.


Attachments:
skin027.zip [239.97 KiB]
Downloaded 18 times
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 Post subject: Re: Lumines LIVE! .xpr
PostPosted: Fri Nov 13, 2020 3:32 pm 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 70
Texture format is linear dxt5 instead of tiled.
Edit xpr script this line:
Code:
#DXT5
      elif TexData[i][1] == 0x54:
         data = rapi.imageUntile360DXT(rapi.swapEndianArray(data, 2), imgWidth, imgHeight, 16)
         texFmt = noesis.NOESISTEX_DXT5


to this:
Code:
#DXT5
      elif TexData[i][1] == 0x54:
         data = rapi.swapEndianArray(data, 2)
         texFmt = noesis.NOESISTEX_DXT5


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