Angry Birds Trilogy (Wii) *.GCT (Raw Texture)
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Angry Birds Trilogy (Wii) *.GCT (Raw Texture)
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
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- Posts: 865
- Joined: Fri Apr 20, 2018 12:41 am
Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)
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.
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Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)
Bump? These files are a massive pain to decipher...
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Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)
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.
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Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)
All texture files are uploaded, look for *.GCT in search to find them.
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Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)
My attempt at documenting the MIPh format here might be helpful... viewtopic.php?f=11&p=57075#p57075
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Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)
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.
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Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)
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.
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.
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- Joined: Fri Apr 20, 2018 12:41 am
Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)
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.
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Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)
GCT, Game Cube Textures. GameCube and WII use same texture format.
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Re: Angry Birds Trilogy (Wii) *.GCT (Raw Texture)
Exactly what I was thinking about the name, at least for this game