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Messages - blipadeebling

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[moderator]
Quote from: Jari
(...) let this forum descend into a land of IM-shorthand?

blipadeebling:
Oh, hell, you didn't read this post, did you?
Things like "cuz i dont like sh*tty ass gay" will not make you become popular on these boards...
[/moderator]

 - Alhexx


oh sorry bout that i was just mucking around.. i didnt think people here would take things so seriously.. sorry if i have annoyed anyone with what i said. could i ask was it the use of language or my expression of opinion that has the potential of annoying/angering/etc people.

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cuz i dont like shitty ass gay xbox, and plus im not a graphics fag.. ill play any game no matter how shit the graphics is... nes/sms games make me depressed though..especially the music..pisses me off so bad.. yeah so thats not my reason for desiring a ps3 (notice i didnt say next-generation console), i want ps3 cuz im interested in expriencing the greatfulness of the next "playstation" ;) and have a desire to play a new set of games (i.e. GTA4, FF13... even though theyre not even close to being released yet, oh yeah sonic, the new one and some others).

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I'd die for my PS3.. it's like a baby.. well i still have to wait a few more months :(

oh yeah and Qhimm if your swedish, whyd ikea go cheap and change their hot dogs.. they were bigger and better tasting before.. also your cheap furniture is pretty cool ;) just kidding

:( wii is gay, i want my ps3..

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Hehe i think im a little bit muddled up because of your post Cyberman, i appreciate it but im having a hard time understanding what you mean. I see that if the data of a structure is "byte aligned" each byte of data takes its appropriate value, but if it was "32-bit aligned" there will be a four-fold increase in the storage space required. Does this apply to say FF8, as the file size is approx. 2K, meaning that the data within the save file is stored in a byte-aligned format, but is read into a 32-bit aligned format, increasing the data size by 4, making it 8K the required size.

If i have said anything correct thatd be good. Could you go into a little more detail about how the data is assigned when say reading that particular structure in a 16-byte format, as opposed to its described 4-byte format? Thanks. (also id appreciate it also if you could please correct me where i said something wrong, thanks again).

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Ok well im a bit confused hehe. If the FF8 save file is 8K in size (on the ps version), but after counting the data indicated by the save structure for the PC version found in a post it appears to be be around 8K for a single slot save in the PC version. But the actual file size of these is around 2K (and the size for each slot varies), so i thought that as the post i read said, yeah they have to be compressed (the pc versions at least - havent looked at the ps format as of yet). Also by attempting to follow the structures outlined in in the post manually using a HEX editor, it doesn't seem to match, everything is all messy. This might be a result of not reading as "data BYTE aligned".

Could you please give me a quick description of what this means. Thanks alot.

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i read that the FF8 save files are compressed, does anyone have any information regarding the compression algorithm used? Thanks.

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Scripting and Reverse Engineering / FF8 Save File Format
« on: 2006-12-02 13:59:29 »
Hmm..i can see the last 3 posts are from me..i dunno maybe that pisses people off in this forum..but im not really triple posting or anything cuz they're totally unrelated topics.. never-the-less..

Im working now on the save file format for FF8, but to me it seems like there is random single byte data popping up at places where it shouldn't. For example in the naming of say Squall, certain saves may display it as "Squall" and others "Sq.uall" (where the . refer so some character/hex value) - this does not show up in the game however, just the HEX editor. Also each save file is of varying sizes, kinda strange as i didnt think stuff would be screwy like this. Is there any characters that are added to the save, that serve no purpose? Because i opened up all of the saves with Qhimm's Griever and they load fine, so something strange is happening in the save file format, that im not realising...

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Scripting and Reverse Engineering / Re: TIM request
« on: 2006-12-02 11:13:16 »
thanks but i forgot my friend has my copy of ff7, wanted to play it after seeing the AC movie..hehe

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Scripting and Reverse Engineering / TIM request
« on: 2006-12-01 13:30:49 »
I dunno if this is the right section to post, seems appropriate..

Hi would anybody be able to post, email, or link, (or can you private message) me a 8-bit  "TIM" image so i can test out the functionality of my program. I also have a few popular PS1 games, so if you cannot provide me with a file, could anybody possibly mention a game with this format texture (i cant find any in either FF7 or FF8).

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Scripting and Reverse Engineering / Re: tex format ff8
« on: 2006-12-01 13:24:32 »
I didnt think it did and...

Quote
One of the problems with Visual Basic 6 (VB 6) is its lack of operators. ....
But there are other operators which, while not in VB 6, can be reasonably easily simulated. Bit shifting is one such.

but this site seems good demonstration an alternative...

http://www.bitwisemag.com/2/Bit-Shifting-in-Visual-Basic-6

Yeah so hehe i might actually take a look at that then...

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Scripting and Reverse Engineering / Re: tex format ff8
« on: 2006-12-01 08:08:10 »
If in your file, the data looks like this:
Code: [Select]
FF 7F 56 6A FE 20 ... 16bit integers you'd read would be:
Code: [Select]
0x7FFF
0x6A56
0x20FE
...
Which is how regular integers are read in little edian system.

Really.. aint that "Big edian system" cuz i thought little eddian was the normal system like reading as is, and big edian was that flippy crap..hehe ill try loading it like that never-the-less, thanks!


Edit: Hey that seemed to help! But its still a bit weird, if i read in ARGB order, the image looks much better (compared to some Infra-red mapping look-alike image) but if read as ARGB the image still has a blue-green tinge. If i read as ABGR, it will then have a red-green tinge.

[can you upload images here..i dont see a button id upload it if i could], but ill try and explain in the ARGB order it looks like it has a sort of aqua mask, and in the ABGR format it has a yellowy mask..must be somehting to do with the green colour im guessing but im not sure..



Edit 2: Hahaha i had the length of green as 6bits instead of 5 bits..woops


BUT THANKS SO MUCH MAN!!! dziugo your the best.. it works 100% :D:D:D!



FINAL EDIT: For anyone who needs help and lokos at this post, the correct format for the colors of 16-bit TEX textures is ABGR1555!


Another edit: seriously thanks everyone who helped me out..i was stuck on this for hours!!! thanks alot.

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Scripting and Reverse Engineering / Re: tex format ff8
« on: 2006-12-01 05:21:55 »
i tried so many combinations man, did RGB, RBG, BGR, BRG, GRB, GBR..hehe all of them, and tried using both the first AND last bits, but still my thingo is weird

i have no idea whats wrong!! i was suspecting maybe my method of converting to 8-bit, but i dont get it..

Also heres another thing im stuck on. I used Qhimm's internal tex viewer and viewed Face_b00.tex, and you can see that the first or so pixesl are white, when viewing the file in a text editor, the 16-bit data for that pixel is as follows 0xFF7F = 1111111101111111,

so 0xFF7F is white, but aint white FFFFFF (RGB 8-bit inflated) so that 0 in the 9th place screws stuff up and by using the standard RGB555 format, it wont display white.. so im confused..

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Scripting and Reverse Engineering / Re: tex format ff8
« on: 2006-11-30 21:16:02 »
0x6783 = 0110 0111 1000 0011

so r = 11001 (25), g = 11100 (28) , b = 00011 (3)

so yeah is that right?

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Scripting and Reverse Engineering / Re: tex format ff8
« on: 2006-11-30 20:49:41 »
Wasnt what i was doing correct

if the most significant bit is ommitted, thats the first bit,

so my statement,

Code: [Select]
Red = CBinToByte(Mid(PXD, 2, 5))
Green = CBinToByte(Mid(PXD, 7, 6))
Blue = CBinToByte(Mid(PXD, 12, 5))

Red = bits 2,3,4,5,6 from the left
Green = bits 7,8,9,10,11 from the left
Blue = bits 12,13,14,15,16 from the left?

so do i have it the right way..or the wrong way..

p.s. thanks for the super quick replies :D

15
Scripting and Reverse Engineering / Re: tex format ff8
« on: 2006-11-30 20:25:48 »
Well since im using VB :( theres no shifting functions, i had to convert individual bytes into binary, and extract the neccessary 5-bits, then again reconverting them to decimal numbers.

Code: [Select]
Red = CBinToByte(Mid(PXD, 2, 5))
Green = CBinToByte(Mid(PXD, 7, 6))
Blue = CBinToByte(Mid(PXD, 12, 5))

where PXD refers to a 16-bit binary string.
               

16
Scripting and Reverse Engineering / tex format ff8
« on: 2006-11-30 20:09:00 »
hello im a long time reader, but just newly registered.

im working on an editor for the PC TEX files that are used within both FF7 and FF8, but am having trouble with 16-bit images. i read that the each pixel is in a 16-bit RGB555 format, but still the pictures display weird (the right shape is there, but the colours are all wrong).

My method of extracting the colour data was:
  • Reading two-bytes for each pixel
  • Ommiting the first bit as it is the unused/alpha bit
  • Reading the first 5-bits as the red-color
    • Reading the next 5-bits as the green-color
      • Reading the remaining 5-bits as the blue-color (essentially treating as a ARGB format)
      I then recreate the original colours through the following calculation

      Code: [Select]
      r = (red / 31) * 255;
      g = (green / 31) * 255;
      b = (blue / 31) * 255;

      But yeah ive been stuck on this all morning and im not sure whats wrong with this as i looked up docs on the RGB555 format, and what they have stated is how ive approached it. Could any body tell me the exact format of the 16-bit colour data, and the method it is supposed to be read. Any help is appreciated.

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