Angry Birds Trilogy (Wii) *.GCT (Raw Texture)

Textures, recreate headers, conversions, algorithms and parsing of image files
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Angry Birds Trilogy (Wii) *.GCT (Raw Texture)

Post by LolHacksRule »

These are raw image data files of some sort, the closest of the image I can get with them is the DXT1 format, it isn't hella swizzled like the Wii U version's (WUT). Anyone going to write a Noesis script or decode the data for me? Thanks so much. https://drive.google.com/open?id=1EF8cu ... Yx0eo4KUKb
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)

Post by LolHacksRule »

Anything?
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)

Post by LolHacksRule »

They are in DATA/?/DECORATIONS (or FONTS or IMAGES), replace ? with ANIMB or LAUNCHER, others aren't uploaded yet due to still sorting assets, WIIHBM doesn't have these files.
LolHacksRule
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Joined: Fri Apr 20, 2018 12:41 am

Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)

Post by LolHacksRule »

Bump? These files are a massive pain to decipher...
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)

Post by LolHacksRule »

The game does support PNGs or PVR files upon my random testing but if we can crack these, console/trilogy specific textures can be ripped.
LolHacksRule
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Joined: Fri Apr 20, 2018 12:41 am

Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)

Post by LolHacksRule »

All texture files are uploaded, look for *.GCT in search to find them.
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)

Post by LolHacksRule »

Bump?
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)

Post by LolHacksRule »

My attempt at documenting the MIPh format here might be helpful... viewtopic.php?f=11&p=57075#p57075
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)

Post by LolHacksRule »

Code: Select all

ABTrilogy Raw Texture GCT header (Wii)
3bytes: 474354 (GCT)
1byte: 20
2bytes: Texture width (Big endian)
2bytes: Texture height (Big endian)
2bytes: Unknown value 1 (compression type?)
2bytes: Unknown value 2
2bytes: Unknown value 3, starts with 01
2bytes: 0
4bytes: Usually bytesize of texture data (Big Endian) 00 replaces bytes in big (128byte +) files
4bytes: Final bytes to add to finish off the bytesize in small files.
4bytes: 0
4bytes: 0


Attempted to document this format. If anything's wrong hmu.
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)

Post by Allen »

GCT is a standard WII image file, the format details:
http://wiki.tockdom.com/wiki/Image_Formats

Mainly use tiled 32BPP, 8BPP and 4BPP images.

I wrote a Noesis script to read images. Some codes refer to Zhenёq's Nintendo image code.
For this game, I rewrote the code about these 3 formats to deepen the understanding of knowledge.
LolHacksRule
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Joined: Fri Apr 20, 2018 12:41 am

Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)

Post by LolHacksRule »

Thanks so much! I was just about to resort to poorly dumping them with Dolphin. Funny how the extension they went with was GCT instead of something more simple like WTX similar to WUT on Wii U. GCT sounds confusing. I also attempted to write my own script but failed to do so as I didn't know about those formats.
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)

Post by Allen »

GCT, Game Cube Textures. GameCube and WII use same texture format.
LolHacksRule
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Joined: Fri Apr 20, 2018 12:41 am

Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)

Post by LolHacksRule »

Exactly what I was thinking about the name, at least for this game