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PostPosted: Sat Feb 02, 2019 5:26 am 
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Joined: Thu Oct 11, 2018 4:15 pm
Posts: 5
I got a bit more info on the textures in this game
They use BGR+I encoding
The readable TIM2s in afs_data use 128 bytes of alignment
Readable versions of a few compressed textures can sometimes be found in memory while the game is running on an emulator (https://cdn.discordapp.com/attachments/ ... Ku1p4q.png)
Is there a way to figure out how the TIM2 files are compressed by comparing them with the uncompressed versions?
Attachment has the CAPCOM and title screen tm2's and their compressed version with the pzz file that contains both of them

GIO.rar [258.63 KiB]
Downloaded 29 times

PostPosted: Sat Feb 02, 2019 5:12 pm 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 617
the compressed samples look RLE compressed to me, but i'm no expert on that. :)

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PostPosted: Sun Feb 03, 2019 3:34 pm 

Joined: Fri Oct 27, 2017 7:36 pm
Posts: 109
well. it's not your average rle compression looks like mess to me. to many 9s in the capcom. the title doesn't make sense either can't pin it. pointer moves? skips? copys? sequence lengths? dword or short literals? is 0x3B the lenght of the sequence in the title? 0x38 definetely looks like the pad to 0x10 function. the rest doesn't make much sense tho. :?


edit: well the 0x4x is potentially a backwards memory move in the copy alignment window. kinda adds up copying a 0x10 short sequence at 0x1b and removing the 9 over bytes. complicated tho. that's so capcom. :lol:

0x34 zero pad align to 0x10
0x20 copy
0x01 type dword
0x20 copy
0x3B zero pad align to 0x1B
0x10 sequence length (?)
0x87 relocation or code ptr move
0x49 alignment move
0x38 zero pad align to 0x30
0x08 memory fill
0x40 parameter
0xF7F7 content
0x0100 parameter
0x87 should be skipped here (?)
0x48 alignment move

pointer dance. and a lot of guessing. :mrgreen:

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