2014-06-24, 07:00 PM
It would be great to be able to edit PS1 animations. As far as I know, you're right that the TMDs are just the mesh. I just meant they're what you see on screen as animated.
Quote:How about archive profiles?That would be perfect!
Quote:Not sure what that is exactly. If you explain more? Haven't worked much with PS2 formats yet.Attached is a simple description of Swizzling. I haven't dealt with it much myself.
Quote:Again, explain. Does it let you choose separate data to turn into a BMP? like separate palette and image data files?I meant for graphics like the KF textures, something that let you scan a raw file using an interface something like NANA, and when you find a graphic, let you scan for the location of the palette data (if applicable), and lastly extract the graphic+palette as a BMP. And also it would remember the location of of the palette/image for later reinsertion after editing.
Quote:I can agree with that, but it would be nice to have more information. Since you've done a lot of translating games, It'd be nice to get given some design ideas when I create the translating tools.When you get there I can tell you my thoughts about it. I've had to make several such tools for the Brigandine project; they all operate similarly, but are customized to a specific file format. I should have taken the time to make a configurable tool that would work for all files, but really can't justify spending the time with my schedule. Basically, the user provides the text begin and end locations, the pointer block begin/end locations, the offset (ie if text at 0x10 in file, pointer value is 0x2010, offset is 0x2000), and lastly, the text end-byte.