Wild Arms III (Ps1) Raw Textures

Textures, recreate headers, conversions, algorithms and parsing of image files
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Wild Arms III (Ps1) Raw Textures

Post by DJ Normality »

I looked at these thinking they were mesh but they are most def. textures. I used id-daemons raw cooker tool to export something but I can tell this isn't right.
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I cut these files from the BTLOD.BIN.
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Everything looks like its in the header so hopefully i didnt miss anything or cut too much out. Can these be parsed. Or is more information needed ?
https://drive.google.com/file/d/1jDy1BQ ... sp=sharing
Thank you in advance.
reh
Posts: 48
Joined: Sun Apr 21, 2019 2:09 am

Re: Wild Arms III (Ps1) Raw Textures

Post by reh »

Maybe it will help you.
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BTLODT_0000001B.texture.png

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BTLODT_0000001C.texture.png
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Wild Arms III (Ps1) Raw Textures

Post by DJ Normality »

Yes!!! Thank you Reh! that'll work just fine ;)
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Wild Arms III (Ps1) Raw Textures

Post by DJ Normality »

I was going through the textures and found this ? could it be any help or is this just some kind of storage data for the PS1
Image


**Edit**
Sorry I seen I had just cut too much from the samples. Newly cut .tex don't have this data.
reh
Posts: 48
Joined: Sun Apr 21, 2019 2:09 am

Re: Wild Arms III (Ps1) Raw Textures

Post by reh »

DJ Normality wrote:I was going through the textures and found this ? could it be any help or is this just some kind of storage data for the PS1


Wasn't this game developed for PS2?
I don't know what that part of the file is, maybe it's how they do it to find the files in the .bin file
I have the BTLODT.BIN file for the ps2 version and I realized that if you change "D0 01" to "0" you will have "00 00"
if it is "D1 01", change it to "01 00" and so on.
So you can have some positions.
If you go to position 0x4 and take 4 bytes "60 05 D0 01" and change it to "60 05 00 00", you will have the position of the first texture, then afterwards you will have where the palette starts. And it looks like the file is divided into several parts, where you can see one of the other positions here:
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S.png
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Wild Arms III (Ps1) Raw Textures

Post by DJ Normality »

Yeah I dont know why i put Ps1 on the name. smh :roll: yes its PS2 and ok i will try looking into that been looking into this file for awhile and many other PS1 titles so i think thats why i got confused on it. Every post I seen led me to the files being compressed. And I have no clue in to how to decompress them. Only the eememory files from save states I can pull any mesh/data from so far. And now with your help the textures from the raw data but nothing else so far. Thanks for helping me.
reh
Posts: 48
Joined: Sun Apr 21, 2019 2:09 am

Re: Wild Arms III (Ps1) Raw Textures

Post by reh »

Maybe this script will help to extract some of the textures, I don't know if to extract all the textures from the .bin file, but it is something.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Wild Arms III (Ps1) Raw Textures

Post by DJ Normality »

I managed to get a cloud out of this random one lol
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Is there a chance to make a script to parse these now they are more clear ?
If not I got my work cut of for me on this one.
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Showing 1853items and thats just in BTL folder.

**Edit**
This one was was pretty cool 1040 graphic offset and 16 palette offset so far is the settings.
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This one was at 46464 though for graphics