KeyboardMania (Arcade) .zcc Texture Files

Textures, recreate headers, conversions, algorithms and parsing of image files
HIKARUfw
Posts: 13
Joined: Sat Apr 13, 2019 5:53 pm

KeyboardMania (Arcade) .zcc Texture Files

Post by HIKARUfw »

Hello.
Currently trying to view these texture files ripped from KeyboardMania.
It seems to be similiar to the .gcz files featured in ParaParaParadise, even featuring a similiar header "GCCF" starting from the fifth byte.
Any help would be greatly appreciated.
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: KeyboardMania (Arcade) .zcc Texture Files

Post by Allen »

Yes, very similar.
Try this script. Support split image.
LZSS compression, 0x00 padding. :)

Updated:
swap r and b channel.

*The image is not in RGB555, is BGR555 format.*
Last edited by Allen on Tue Sep 08, 2020 11:54 pm, edited 1 time in total.
HIKARUfw
Posts: 13
Joined: Sat Apr 13, 2019 5:53 pm

Re: KeyboardMania (Arcade) .zcc Texture Files

Post by HIKARUfw »

It worked like a charm!
However, it seems the red and blue channels are swapped (an error that can be easily undone in an image editing program)
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: KeyboardMania (Arcade) .zcc Texture Files

Post by Allen »

Okay, I updated the script. It is easy to repair.
Just change

Code: Select all

rapi.imageDecodeRaw(pixel,width,height,"r5g5b5p1")
to

Code: Select all

 rapi.imageDecodeRaw(pixel,width,height,"b5g5r5p1")
.