Lumines LIVE! .xpr

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

Lumines LIVE! .xpr

Post by HIKARUfw »

Finally, the demon known as the Lumines compression has been defeated.
However, there's another roadblock.
The .xpr files used in the game are vastly different; some load fine using the script here, but others appear with an incorrect tile arrangement.
Located below is one of the latter.
Strangely, loading it in a raw image viewer shows that the file was never swizzled in the first place.
beedy
Posts: 81
Joined: Sat Aug 26, 2017 8:09 am

Re: Lumines LIVE! .xpr

Post by beedy »

Texture format is linear dxt5 instead of tiled.
Edit xpr script this line:

Code: Select all

#DXT5
      elif TexData[i][1] == 0x54:
         data = rapi.imageUntile360DXT(rapi.swapEndianArray(data, 2), imgWidth, imgHeight, 16)
         texFmt = noesis.NOESISTEX_DXT5


to this:

Code: Select all

#DXT5
      elif TexData[i][1] == 0x54:
         data = rapi.swapEndianArray(data, 2)
         texFmt = noesis.NOESISTEX_DXT5