Code: Select all
[DEBUG] GNF parameters:
[DEBUG] dataFormat: 0x29
[DEBUG] numFormat: 0x0
[DEBUG] width: 1048
[DEBUG] height: 1048
[DEBUG] depth: 0
[DEBUG] pitch: 2048
[DEBUG] destX: 4
[DEBUG] destY: 5
[DEBUG] destZ: 6
[DEBUG] destW: 7
[DEBUG] End of GNF parameters.
Code: Select all
[DEBUG] GNF parameters:
[DEBUG] dataFormat: 0x29
[DEBUG] numFormat: 0x0
[DEBUG] width: 600
[DEBUG] height: 600
[DEBUG] depth: 0
[DEBUG] pitch: 1024
[DEBUG] destX: 4
[DEBUG] destY: 5
[DEBUG] destZ: 6
[DEBUG] destW: 7
[DEBUG] End of GNF parameters.
I didn't want to parse GNF parameters, but in these cases I have to.
Pitch (real width) and (shown) width differ too much, wasting some of PS4's RAM (~70% for that 1048x1048 texture, which is actually 2048x2048).
mon069_01_cb.dds.phyre is a cubemap. That's out of scope, sorry.