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gust_g1t: Support for type 0x60 and 0x62 (WiiU) #52
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I have a look at it, and these textures are weird. For one thing, when you have mipmaps, most of them appear to have more data than they should include, and even when assuming that the WiiU platform might have a minimum default size for mipmaps (e.g. And I also have no clue how swizzling works on these textures. Best I can tell is that we might need a width factor adjustment of 2, which I added in the latest version of Best I can do at this stage is wait for someone to figure out how the extracted texture is supposed to look like when converted to DDS, especially in terms of mipmap dimensions, so that we can get a clue as to how swizzling should apply. I will therefore keep this issue open, but with a help wanted status. |
Is that ASTC texture compression? |
I don't believe it's ASTC (NB: nVidia has a good overview of ASTC here), as I'd expect the colors/pixel blocks to be completely off, and that's not what we're observing here: In other words, the individual pixel elements seem to be okay. It's just the swizzling that's off. And of course I've tried all the swizzling alterations I could think off without any success. Plus, we know that type On the other hand, it is possible that the new |
WiiU Swizzle is unfortunately a mess, since the only interesting games (Fatal Frame 5 and HW) from Koei are now released on other platforms I didn't have the motivation to deal with these. It is actually funny that while they use tiling for WiiU, Vita, PS4, X360 they didn't bother with the Switch, really wonder why.... Anyways if you feel brave enough I'm pretty sure that the Switch Toolbox can grab WiiU textures from Hyrule Warriors WiiU so if you really feel motivated to add support for these I'd recommend to check out the code there https://github.com/KillzXGaming/Switch-Toolbox/blob/master/File_Format_Library/FileFormats/HyruleWarriors/G1T/G1TFile.cs#L251-L276 |
Originally submitted by @horxd33:
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