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Homebrew Games and Tools If you've created a trainer, texture editor, or a full-blown fangame we'd like to see it here. Show off your mad programming skills.

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  #1  
Old 2nd February 2008, 08:39 PM
Crepusculum's Avatar
Crepusculum Crepusculum is offline
Glowbo
 
Join Date: Jan 2008
Question about texture viewers

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
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  #2  
Old 3rd February 2008, 06:23 AM
Skill Skill is offline
Clanker
 
Join Date: Sep 2005
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
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  #3  
Old 4th February 2008, 02:59 PM
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SubDrag SubDrag is offline
McLovin
 
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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.
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  #4  
Old 4th February 2008, 06:32 PM
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Crepusculum Crepusculum is offline
Glowbo
 
Join Date: Jan 2008
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
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  #5  
Old 4th February 2008, 11:52 PM
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runehero123 runehero123 is offline
DJ Jamjars
 
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try assemblygames.com they may have some useful info.
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  #6  
Old 5th February 2008, 11:26 PM
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Ice Mario Ice Mario is offline
Rarewitch Hero
 
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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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