Zero No Kiseki Kai ITP format

Textures, recreate headers, conversions, algorithms and parsing of image files
Child of Man
Posts: 1
Joined: Sun Mar 14, 2021 4:22 pm

Zero No Kiseki Kai ITP format

Post by Child of Man »

Hi there.
So it seems that in the Kai version of Zero No Kiseki, the ITP files used for storing what is pretty much a bitmap are changed in this version.
It would be really nice if someone could figure this out to allow modding.
ITP examples from Kai: https://www82.zippyshare.com/v/jIBDjNzB/file.html
ITP examples from PC(non Kai): https://www91.zippyshare.com/v/BmsiRsK3/file.html
Thanks in advance.

Little Tidbit: it seems like the game does succesfully read the ITP files from the PC version so the difference between the PC ones and Kai ones is probably not that big.
menga
Posts: 2
Joined: Mon Mar 29, 2021 10:43 am

Re: Zero No Kiseki Kai ITP format

Post by menga »

Zero Kai supports loading various ITP formats. The ITP format from the PC version is very different from the one that Zero Kai actually uses, but the game will gladly load both and more.
However this PC format is undesireable because it's limited to a 256 color pallete.

Files from Celceta seem to be compatible, or at least similar. It looks like the game will also load Ys 8 files (with "ITP" header on the start of the file).
It seems there was an attempt at re-encoding Ys 8 ITP (viewtopic.php?f=12&t=14852) but it stalled on nothing.

It would be great if that gets picked up again or if someone wants to take a look at these new files instead. Either of them would benefit localization projects for these versions.