ZenHAX

Free Game Research Forum | Official QuickBMS support | twitter @zenhax | SSL HTTPS://zenhax.com
It is currently Thu Apr 18, 2019 4:19 pm

All times are UTC




Post new topic  Reply to topic  [ 3 posts ] 
Author Message
PostPosted: Sat Feb 02, 2019 5:26 am 
User avatar

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


Attachments:
GIO.rar [258.63 KiB]
Downloaded 17 times

_________________
arrivederci
Top
   
PostPosted: Sat Feb 02, 2019 5:12 pm 
User avatar

Joined: Fri Aug 08, 2014 1:06 am
Posts: 603
the compressed samples look RLE compressed to me, but i'm no expert on that. :)

_________________
Quickbms.com link thread
Search bms scripts


Top
   
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. :?

Image

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:


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 3 posts ] 

All times are UTC


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Limited