Z-order/swizzled TIM2 Textures (PS2)

Textures, recreate headers, conversions, algorithms and parsing of image files
BrandonThaEditor
Posts: 1
Joined: Wed Oct 25, 2017 10:23 pm

Z-order/swizzled TIM2 Textures (PS2)

Post by BrandonThaEditor »

So um, I've got some texture files from a PS2 game called "Parappa The Rapper 2" and recently they've been "solved". These are swizzled and buffered TIM2 textures named .tm0. However, the person who has solved them, won't give the tool in exact, but one of his friends gave us how it works.
"Textures are 4-bit swizzled into a 32-bit buffer. The CLUTs of various formats are combined with the 4-bit textures.", so we've solved them, however, since I'm not the smartest modder, I have to get some help from you guys to determine what EXACTLY type of swizzling this uses. I've seen people say this is z-order, normal swizzling, and other things.

There is a good topic worth reading on github about them. github.com/marco-calautti/Rainbow/issues/3


Some examples of normal textures: https://drive.google.com/file/d/0B0QGrg ... sp=sharing

Swizzled and buffered ones: https://drive.google.com/file/d/0B0QGrg ... p=sharingg

Thanks! :D