Difference between revisions of "User:ThatTrueStruggle"

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:oh hey, welcome! From the mipmap count I'm guessing you're trying to reverse engineer the META section in the TXTR format, and I assume you're using PakTool? In case you aren't aware, the META section is usually part of the pak format; when you extract with PakTool it appends the metadata to the end of the file to make them readable without needing to read the pak directly. It creates an extra section using Tropical Freeze's normal [[Section Header (Tropical Freeze)|section header]] format and then dumps the data from the pak. So the "META" header isn't actually part of the original format.
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:GPU buffer data in Tropical Freeze is compressed with a [[LZSS Compression|custom LZSS algorithm]], which includes both model vertex/index buffers and texture image data. The buffer offsets and sizes required to decompress it are stored in the META section. I added support for this to PakTool so you can automatically decompress those files at unpack time (use the -e option when unpacking), so I already have some notes on the TXTR meta format. I'll add what I have to your table if you want (want to make sure I'm not misunderstanding what you're doing first). --[[User:Parax0|Parax0]] ([[User talk:Parax0|talk]]) 15:11, 21 December 2015 (CST)

Revision as of 16:11, 21 December 2015

I'm just going to use this page for notes, kay? META section in Tropical Freeze

Name Offset Size Description
META Magic ID 0x0 4 Bytes Magic ID
Null 0x4 4 Bytes Null bytes
Unknown 1 0x8 4 Bytes Unknown...
0x8 4 Mipmap count
0xC End of header
oh hey, welcome! From the mipmap count I'm guessing you're trying to reverse engineer the META section in the TXTR format, and I assume you're using PakTool? In case you aren't aware, the META section is usually part of the pak format; when you extract with PakTool it appends the metadata to the end of the file to make them readable without needing to read the pak directly. It creates an extra section using Tropical Freeze's normal section header format and then dumps the data from the pak. So the "META" header isn't actually part of the original format.
GPU buffer data in Tropical Freeze is compressed with a custom LZSS algorithm, which includes both model vertex/index buffers and texture image data. The buffer offsets and sizes required to decompress it are stored in the META section. I added support for this to PakTool so you can automatically decompress those files at unpack time (use the -e option when unpacking), so I already have some notes on the TXTR meta format. I'll add what I have to your table if you want (want to make sure I'm not misunderstanding what you're doing first). --Parax0 (talk) 15:11, 21 December 2015 (CST)