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Full Version: Taz GCN Weird BMP format?
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So I was doing a project with LTI with this game, and these file types came out as well as the
rest.
They had a weird .list (I think?) type with the header TEXR file header. Any thoughts?
https://www.dropbox.com/s/4g1sgvhuod8bzf...s.zip?dl=0
I can vouch for her/him.

As I requested textures/models from this game. Even the gallery extras.
You can see them in TiledGGD. Or someone can make a script to batch convert them maybe.

Specs:
Image Data Offset 0xA0 (Offset found at 0x70 as well)
Width and Height are at 0x20. 4 bytes each. Don't know which is first though.
4x4 Tile Size
16 bits per pixel
RGB Color order

[Image: hXQaLUu.png]
Did you look at the files, Ploaj?
... He literally just told you that he did and that he worked out how to view them in TiledGGD.
I know that.

But the problem is: How are we going to fix the files in order to see them?

We can't submit them in .bmp format. Sad
When you put them through TileGGD, can't you save them in .png format?
I tried, but it doesn't come out right. Sad
Can you show us what you mean by not looking right?
I mean all it shows are different colored pixelated dots.

If you had TileGGD and if you were looking through the .bmp files with that program, you'd find out what I mean.

We need someone to convert all those .bmp files into a different photo file like .png.
I don't see what you mean.
[Image: UxAj7XV.png]
You need to put in the correct settings.

Here is step by step
Image -> Go to offset -> A0
Image -> Mode -> Tiled
Image -> Set Tile Size -> 4 x 4
Image -> Endianess - > Little Endian
Press "B" Until it says "16 bit/pixel"
Press "P" until the color order is RGB

Use arrow keys to resize image. Most of them are 256x256 it seems.

Some are 8bpp and have a palette. The palette will then be at 0xA0 and the image data at 0x2A0.
supersmashball, can you figure it out?

At this rate I think the Taz: Wanted Gallery Rip request may be doomed to failure. Sad
I don't think Ploaj could explain this any easier for you...