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05-03-22 11:48:42 PM
Jul - The Cutting Room Floor - Converting Wii VC .T64 files New poll - New thread - New reply
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Aroenai
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Posted on 02-08-17 09:58:33 PM Link | Quote
Can anyone here take a look at the .T64 textures files from the Wii VC releases of The Legend of Zelda Ocarina of Time and Majora's Mask and convert them to a viewable format (like .png)?


Files: https://www.mediafire.com/folder/1t463dit81hja/Zelda_Files

Thread with possible code to assist: http://forum.xentax.com/viewtopic.php?f=18&t=13795
zoinkity

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Posted on 02-11-17 02:40:26 AM Link | Quote
I don't have the time to convert and verify the output of all of these, but it isn't terribly difficult to do--especially if you have a dump of the originals.

Using a couple samples in one of those files here's a sort of guide on how to interpret the data.
http://imgur.com/a/AvrMA

16bit color is stored argb, not the typical rgba. The row sorting algos are in the album, illustrating how they reorganize the data. Not sure if any images are interlaced or not--none of these were--but if they are that step would likely come before sorting and not after.
Really, the entire resource replacement engine really needs to be reversed on the wii/u side of things.
Aroenai
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Posted on 02-11-17 03:18:33 AM Link | Quote
Ok, that answers the question of how to decode them, but unfortunately I'm not a programmer so I can't really use it.
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Jul - The Cutting Room Floor - Converting Wii VC .T64 files New poll - New thread - New reply


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