View Full Version : Question about texture viewers
2nd February 2008, 07:39 PM
Hey guys, this has been haunting me ever since I came acroos the BK Texture Editor.
How does a texture viewer/editor extract/view images from a rom?
I am sorry if my question is kinda wierd,
but maybe if someone has any links to documents or anything on this subject?
any info is much appreciated!
Thanks all :)
3rd February 2008, 05:23 AM
I don't know but i've been interested in the idea as well.
It would help if you had a look at the source code, actually you should also have a look at Bottles Glasses Source code if it was posted.
To answer you question though i have no idea, it takes the work of people much much more smarter than me like ice mario or Subdrag
4th February 2008, 01:59 PM
The BK one doesn't do it from a ROM, but instead from RAM (save state). It's basically a matter of finding the image table and decoding the image format. However, it also very well could've been from ROM, we just never did it, as its part of the model.
4th February 2008, 05:32 PM
ohh ok that makes sense (somewhat) because it takes the images from a save state, which basically holds all of the textures for that portion of the game (unless i am terrible mistaken ;P).
but thanks for the reply bro, it does shed some light on the matter
however i understand that textures are a much more complicated subject, that is far beyond the scope of forum thread :)
4th February 2008, 10:52 PM
try assemblygames.com they may have some useful info.
5th February 2008, 10:26 PM
Yes, basically the save state is a snapshot of the RAM, plus registers etc. We then traverse through the linked list of game objects loaded at that time and process the data in the model objects (all the textures are stored within the model object)
As for the image formats, alot of it was trial and error. Some used palettes, some were 16/32bit RGB. Some used a nybble to index a 16 colour palette, others used a byte to index a 32 colour palette and so on.
It helped in the early stages of looking through the memory, because you could clearly see patterns in the hex that clearly showed it was a texture.
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