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12-14-17 09:38:52 AM

Jul - Game Research/Hacking/Modding - N64 Graphics Tools New poll - New thread - New reply
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Joe
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Posted on 07-12-13 02:12:03 PM Link | Quote
Here are the steps you need to follow:
  1. Export the palette using the GUI.
  2. Change 10 pixels.
  3. Import the edited palette using the GUI.
If that does not work, please explain exactly what you are doing and I will try to help.
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Posted on 07-12-13 02:14:46 PM (last edited by Halfshadow at 07-12-13 02:15:32 PM) Link | Quote
Originally posted by Joe
I found something that is similar to the palette you have. It's located at 0x108F7C.

There are no tools that I know of for finding palettes.
I love you. The tool didn't import the hacked palette because I've saved it with Paint, but I've used GIMP and the tool have imported correctly the new palette. And works great! I love you, this tool is fantastic, but your help was essential! Very very thanks! In my you tube channel in the video with the uncensored trophy girl you'll be accredited. Thanks again, I love you!
CruisnEma
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Posted on 07-12-13 05:43:02 PM Link | Quote
I've only a last answer. How you've found the palette? Because I'm interessed also an another project with Cruis'n World and maybe can be useful know how search the palette, if isn't a problem can you teach me how find the palettes please?
Joe
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Posted on 07-12-13 08:59:04 PM Link | Quote
Palettes and textures are usually stored close to one another. The palette I found is near several other palettes, and near those are the textures that use those palettes. Palettes are easiest to recognize visually - they usually have a very specific appearance.

That's not what I did, though. I found the palette by converting your palette into 16-bit RGBA format using Tile Molester, byte-swapping it, and searching for it using a hex editor. (Actually, I just searched for it in a byteswapped ROM, which was easier than finding a good byte swapping tool.)
CruisnEma
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Posted on 07-13-13 04:56:28 AM Link | Quote
Originally posted by Joe
Palettes and textures are usually stored close to one another. The palette I found is near several other palettes, and near those are the textures that use those palettes. Palettes are easiest to recognize visually - they usually have a very specific appearance.

That's not what I did, though. I found the palette by converting your palette into 16-bit RGBA format using Tile Molester, byte-swapping it, and searching for it using a hex editor. (Actually, I just searched for it in a byteswapped ROM, which was easier than finding a good byte swapping tool.)
I see. Thanks again, you're wonderful. The only of 20 websites that have really helped me. Now 1 of the 2 essential censorships of Cruis'n USA was fixed, the second is the roadkill routine, IMHO is present into the rom, but is more hard to restore because the routine was hidden totally, ASM is required for fix it, but a day perhaps I'll find the way, maybe I can ask help in this forum. Thanks to you.
gamax92
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Posted on 07-26-13 12:49:48 AM (last edited by gamax92 at 07-26-13 05:36:04 PM) Link | Quote
Ahh, I can probably guess that the problem was the BMP he saved in paint wasn't 32bit as paint doesn't save in 32bit BMP iirc and therefor was being rejected by the importer itself. My frontend only checks if the extension of the image being imported is not a bmp file and then uses nconvert to properly fix it. However nconvert will not allow me to specifically tell it to make a 32bit BMP4 and if the image doesn't have alpha, it will make a normal 24bit file. It also doesn't support rgba files as a work around. My options now are to use GDI+ as a image converter and I'm not sure if that can also be forced to 32bit as well or use ImageMagick. ImageMagick doesn't allow me to force it as 32bit bmp but I can side convert to rgba. That route will unfortunatly make the process slower and will beef up the program since ImageMagick is quite large. I will also be taking the advice of one the others in this thread and will change the front end size to 320x240 as it would help me in extracting image buffers from save states and ram dumps. Also expect a new option to disable/enable preview scaling of the extracted texture.

EDIT: Found the option for nconvert, needs -32bits
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Posted on 07-26-13 01:56:46 AM Link | Quote
Originally posted by gamax92
save states and ram dumps
You may need a new build of my graphics tools in order to do that, and I don't have a functional compiler on my system or any way to get one any time soon.
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Posted on 07-26-13 11:20:37 AM (last edited by gamax92 at 07-29-13 12:49:04 PM) Link | Quote
N64Rip.zip

I've got the bmp and non alpha problem resolved, the frontend will now convert everything to a 32bit bmp when importing. However, exporting still works the same and will convert to png's tga's and bmp's. I've also added another check in the import stage that see if the extension is not correct and then warns the user. Before the behavior was to not react and do nothing if the extension was wrong. I've also implimented a basic verification routine that checks if the input given to the frontend is correct instead of blindly throwing it at the tools. It will also keep the Canvas from resizing on valid but bad information. It also properly uses the temp folder now. I recommend everyone currently using the frontend to upgrade as it is quite a huge bug that the old one basically denies anything lacking transparency or is a bmp from a non BMP4 compatible utility. No new features yet.

I could try to compile a new version without the valid rom check however it seems the links are down again. I have MinGW setup as well. I've updated the tools and nconvert in the newest build. Nconvert's 0x23 issue still exists and still needs compatibility mode in the tools for it.
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Posted on 07-26-13 04:29:45 PM Link | Quote
The, uh, links work fine now that i've fixed them
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Posted on 07-26-13 09:16:38 PM (last edited by gamax92 at 07-29-13 12:49:18 PM) Link | Quote
N64Rip.zip
New source code



New Build! I've added a command line option -i that will ignore if the rom is not a n64 rom or if its byteswapped.
However the following three options have been added to the Frontend:

Verify Rom - Enable verification of n64 rom and check for byteswapping. If the rom is byteswapped it offers to fix it.
1:1 Ratio - Preview the image with a width and height that maintains the ratio of the image.
No stretching - Disable stretching of the image, images bigger than 256x256 will fall off the GUI.

More message boxes will come up informing the user of invalid input instead of destroying what was typed into the field.
The script will also now check and alert the user if it cannot open the file.
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Posted on 07-29-13 11:17:30 AM (last edited by Cajetan at 07-29-13 11:24:34 AM) Link | Quote
If you're talking about N64 Graphics tools, I might post that one, I found a while ago here also:
(I found it somewhere on my old drive, where I stored a lot of N64 Information)
http://dl.smwcentral.net/5723/texedit.zip

In folder "bin" you can find that thing.

This simply is a tool for editing CI Textures handled in N64. The damn old Doc is also included in there. As far as I know, that tool only deals with 4/8 bit CI textures. The palette is restricted to 16 bit RGBA/IA.

Also, try to run it in compatibility mode as Windows 95/98 as it's highly possible it will crash.

Btw, the source code is included, so you can play around with it.

Greetings,
Cajetan.
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Posted on 08-19-13 09:17:37 AM Link | Quote
Is there any way to find a texture's address in an emulator? I've been using Tile Molester to find addresses, but I can't find the sprites I'm looking for.
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Posted on 09-15-13 10:35:35 AM Link | Quote
So... is anyone gonna answer my question? It's been almost a month since I asked it.
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Posted on 09-15-13 04:52:06 PM Link | Quote
Originally posted by lemurboy12
So... is anyone gonna answer my question? It's been almost a month since I asked it.

Not is easy, if is uncompressed you can use Crystal tile, but you have to find the canvas dimensions, the type of the images, not is simple...
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Posted on 09-17-13 05:33:32 PM Link | Quote
Originally posted by CruisnEma
Originally posted by lemurboy12
So... is anyone gonna answer my question? It's been almost a month since I asked it.

Not is easy, if is uncompressed you can use Crystal tile, but you have to find the canvas dimensions, the type of the images, not is simple...

... is that it? you know, I think save state compatibility with this tool would be very useful as well.
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Posted on 09-17-13 06:43:09 PM Link | Quote
Originally posted by lemurboy12
Originally posted by CruisnEma
Originally posted by lemurboy12
So... is anyone gonna answer my question? It's been almost a month since I asked it.

Not is easy, if is uncompressed you can use Crystal tile, but you have to find the canvas dimensions, the type of the images, not is simple...

... is that it? you know, I think save state compatibility with this tool would be very useful as well.

I don't know if is possible... But you can help yourself with the Project 64 mod textures exporting, the dimension of the extracted textures is the same into the game.
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Posted on 09-17-13 07:10:12 PM Link | Quote
If you have the patience/time for it, you can try probing around. Choose a decent width for the image (64, 128, or 256) and then set the height really high. You'll have to export it since it won't fit in the window, but afterwards you can scroll through it to look for anything vaguely image-like. From there, you can fine-tune the dimensions, format, and offset.

Alternatively, you can use a hex editor and scroll through the data while looking at the text translation. Larger/complex images will always stand out due to the patterned arrangement of the data. Once you locate something you think is an image, grab the offset and use that as a basis for your settings. You can also use the offset as a starting point for probing.
Joe
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Posted on 09-17-13 11:19:27 PM Link | Quote
I usually use Tile Molester to locate the graphics, then use my own tool to extract them since Tile Molester can't do it properly.
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Posted on 09-18-13 10:38:30 AM (last edited by lemurboy12 at 09-18-13 10:39:15 AM) Link | Quote
Originally posted by Joe
I usually use Tile Molester to locate the graphics, then use my own tool to extract them since Tile Molester can't do it properly.

That's what I've been doing. I use Tile Molester to locate stuff and put the address in the tool, but the stuff I'm actually looking for in certain games is nowhere to be seen. Through a save state, however, it has exactly what I need right there, but there's no real way to get it to appear properly.
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Posted on 11-02-13 01:51:33 PM Link | Quote
All right. 'll Work on motivation.
Let's start with glitches predecessors.
I know that there are two versions of the CLI program to export and import graphics in N64: http://www.zophar.net/news-archive/n64gfx-released!-926.html
1 1.0 does not import back and do not know how to invert the colors of the image (sometimes easier to see ) .
2 2.0beta Imports only when the file and image are in the folder with the program. Not able to export large images and for some unknown reason to me sometimes refuses to extract what can 1.0 , palettes extracted images are not always correct ( perhaps always flawed ) and the console crooked implemented Variable Block, and in the frontend where the Variable Block works normally there is a trojan .
And they are not running in both x64 Win, as well as some size.
In CrystalTile2 can export and import all and may even be as you like (although it's more to work with NDS).
But it needs CLI, to export \ import could make massive .
Ie, this tool has the potential to become the only normal CLI utility to extract the graphics N64. Maybe I 'm wrong ?
Hence the question .
Is it possible to add the missing n64gfx of image formats ( now need 4bpp ( 4 -bit I?), But may be useful to the others who wrote about ZethN64), mode builtin igray and Variable Block ( puzzles to add, perhaps in the wrong terminology) in the N64 Graphics Tools ?
The examples in the PM.
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Jul - Game Research/Hacking/Modding - N64 Graphics Tools New poll - New thread - New reply




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