Torus Games .TXS (texture file)

Textures, recreate headers, conversions, algorithms and parsing of image files
Asdfguy86
Posts: 18
Joined: Sun Oct 13, 2019 1:00 am

Torus Games .TXS (texture file)

Post by Asdfguy86 »

(hopefully in the right place this time)
having a bit of trouble decoding this type of texture file.
what i *do* know is that it is a raw bitmap format (seems like RGB8) that starts with a header (offsets 0x00000004 and 0x0000000D are different sometimes, at first i thought this was width/height info but if i use these values the imgs are a mess of pixels)
what i can't get at all is the palette info. if someone could help me with this that would be great (a noesis script would be ideal for this sort of thing)
attached below are some .txs examples in the ds game "monster jam urban assault", there are other torus DS games that use this .txs format however.

https://mega.nz/file/eDQUXIhS#pEdAtzShS ... 6FeLyTy6gs
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Torus Games .TXS (texture file)

Post by Allen »

There are 2 formats, 4BPP and 8BPP. The color format of the palette is RGB5551 (16BPP).
The width information is replaced with some numbers.
There is a noesis script here. :)
Asdfguy86
Posts: 18
Joined: Sun Oct 13, 2019 1:00 am

Re: Torus Games .TXS (texture file)

Post by Asdfguy86 »

thank you very much!
script works perfectly with both torus ds games i tested it with