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09-22-17 04:49:29 PM

Jul - TCRF - Help ripping cryptic image from Jak II demo files New poll - New thread - New reply
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Kyubey
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Posted on 07-25-17 04:13:07 PM Link | Quote
Several weeks ago, when I was working on the Jak II E3 demo disc page, I noticed a file called WOMDRAWN.STR. Opening the file in Pixeldbg revealed a large number of 128x128px images which, when pieced together, formed a giant picture of the world map from the Jak and Daxter Precursor Legacy manual, with some other odd pictures added to it.

The problem I'm having is that I don't know how to get the right palette as Pixeldbg seems to have issues with the file. The very top of the file has what appears to be the palette data but I have no idea what I can do with this.

Pixeldbg treats the file in a very similar way to the final game's level map file (WOMAP.STR) which could mean that the two files use the same format. One thing I tried to do was use a hex editor to get parts of WOMDRAWN to appear in WOMAP while also trying to replace the palette but this was unsuccessful.

Can anyone here help?

Link to file: https://www.mediafire.com/file/cy477nq7d8zu72u/WOMDRAWN.STR
Link to image rip with completely wrong colors: https://www.mediafire.com/file/vj6f06gemqqt4za/womdrawn.png
LocalH
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Posted on 07-25-17 09:39:44 PM Link | Quote
I'm not entirely sure that's a palette at the top. When loading it into Hex Workshop, grouping by every four bytes, and enabling "swap bytes in editor", it appears that the first dword is 0x00000002, and every further one adds 0x08 to the value, until the last one at offset 0x780, which is 0x00000F02. I'm wondering if that may be the ordering of the 128x128 blocks, for the game to stitch it together.

I can't find any information about Jak .STR files (it doesn't help that the images share a file extension with the .STR video format found in PS1 and some PS2 games). Have you been able to interpret other Jak .STR files? I found a table on Wikipedia that suggested that .STR files could also be TIM2 images, but that doesn't seem to be the case here (it doesn't have the "TIM2" magic cookie at the beginning of the file as a proper TIM2 should).
Luminar
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Posted on 07-26-17 03:19:30 AM Link | Quote
Also, this is how the image appears when using certain settings in Pixeldbg: https://image.prntscr.com/image/k8hiQ1pcSzO6QeIBs56srQ.png

I am sure that it is supposed to give the correct colors to the image.
Kyubey
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Posted on 07-26-17 02:43:10 PM Link | Quote
Originally posted by LocalH
I'm not entirely sure that's a palette at the top. When loading it into Hex Workshop, grouping by every four bytes, and enabling "swap bytes in editor", it appears that the first dword is 0x00000002, and every further one adds 0x08 to the value, until the last one at offset 0x780, which is 0x00000F02. I'm wondering if that may be the ordering of the 128x128 blocks, for the game to stitch it together.

I can't find any information about Jak .STR files (it doesn't help that the images share a file extension with the .STR video format found in PS1 and some PS2 games). Have you been able to interpret other Jak .STR files? I found a table on Wikipedia that suggested that .STR files could also be TIM2 images, but that doesn't seem to be the case here (it doesn't have the "TIM2" magic cookie at the beginning of the file as a proper TIM2 should).


I think you're right about it not being the palette. Other STR files have similar data at the top and I don't think those files need any sort of palette data.

I don't really know much about STR files but they seem to have different functions. Some contain images that are very different to WOMDRAWN (eg. DESCREEN). Others contain what I think is cutscene data (INSHUT in the final game) or other things. I don't know if they're just archive files or if they have any other capabilities.
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Jul - TCRF - Help ripping cryptic image from Jak II demo files New poll - New thread - New reply




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