Mario Tennis Aces .CBTEX, .CBNTX

Textures, recreate headers, conversions, algorithms and parsing of image files
CosmicDreams
Posts: 100
Joined: Thu Sep 13, 2018 6:38 pm

Mario Tennis Aces .CBTEX, .CBNTX

Post by CosmicDreams »

So, MTA seems to store most of it's UI textures in .CBTEX files.
Looking at them in a hex editor shows that they are probably BNTX(A standard switch texture container)
Image
It's definitely compressed data, but can it be decompressed?
That is my question.

There is other compressed formats in the game(CBFMD, CBNTX etc etc), and there is a decompression script for them.
https://www.vg-resource.com/thread-29836.html (Source)
https://mega.nz/#!i5h03IRB!s7BYtPqmW9R4Vww1u_En-e24qbSXsnIwiCqgbwSASjU (BMS Script)

But apparently these CBTEX files use different compression.
Just thought i'd mention that too.

Here's a sample CBTEX:
https://cdn.discordapp.com/attachments/419711036837330956/494616951738466313/lyt_titlelogo_color.cbtex

And a sample CBNTX for comparisons sake:
https://cdn.discordapp.com/attachments/419711036837330956/494617475644784650/mario.cbntx
Demonslayerx8
Posts: 23
Joined: Thu Sep 14, 2017 12:02 am

Re: Mario Tennis Aces .CBTEX, .CBNTX

Post by Demonslayerx8 »

sadly some of those texture files uses a different format that RTB is unable to figure out, just like the cubemaps since they're pretty much BNTX textures.
CosmicDreams
Posts: 100
Joined: Thu Sep 13, 2018 6:38 pm

Re: Mario Tennis Aces .CBTEX, .CBNTX

Post by CosmicDreams »

Different format?
How would we know if the format is different if the data is compressed?
CosmicDreams
Posts: 100
Joined: Thu Sep 13, 2018 6:38 pm

Re: Mario Tennis Aces .CBTEX, .CBNTX

Post by CosmicDreams »

If the CBTEX stuff can't be decompressed, can the CBNTX and CBFMD files be re-compressed?
Demonslayerx8
Posts: 23
Joined: Thu Sep 14, 2017 12:02 am

Re: Mario Tennis Aces .CBTEX, .CBNTX

Post by Demonslayerx8 »

CosmicDreams wrote:Different format?
How would we know if the format is different if the data is compressed?

As in different texture type that is unknown and not documented, so getting them to export properly isn't pretty much a top priority to researchers.

CosmicDreams wrote:If the CBTEX stuff can't be decompressed, can the CBNTX and CBFMD files be re-compressed?

there's no tool to re-compress or rebuild the files.
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: Mario Tennis Aces .CBTEX, .CBNTX

Post by LolHacksRule »

Fun fact, 2.3.0 has a portion of GZip compressed CBTEX :). It's waluigi_all_alb_l.cbtex and more.
Last edited by LolHacksRule on Sat Jul 06, 2019 2:09 am, edited 1 time in total.
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: Mario Tennis: Aces/Golf Super Rush/Ultra Smash .CBTEX, .CBNTX, .BIN, .CBVFX, .CBPTL

Post by LolHacksRule »

SimonTime figured out the compression! https://github.com/simontime/MarioTenni ... compressor

I don't think recompressing with 0x50 is necessary as some files are compressed as of updates with only deflate, making the game handle multiple compression types over one primary, meaning you likely could use modified deflates over modified 0x50s for any 0x50 file.

CBVFX: Compressed Binary VFX (NW_PTCL)
CBPTL: Compressed Binary ParTicLe (NW_PTCL)
CBFMD: Compressed Binary CaFe MoDel (BFRES)
CBTEX: Compressed Binary TEXture (BNTX for Switch)
CBNTX: Compressed Binary NX Texture (BNTX, Switch ONLY).

New compression was added as of updates, I'll say them later.