gim textures and pactool can extract/create. Japanese text can be found in text files, but a conversion table will likely be needed to read this since it isn’t encoded using standard shift-jis. 8bpp images also have weird palettes that have to be filtered using a special algorithm (admittedly I don’t understand the algorithm, but the palette is stored this way to improve performance in-game). 8bpp images are swizzled and must be de-swizzled before being converted to PNG. This doesn't really matter because the images that need to be translated are all in the normal 4bpp format as far as I can tell. Most of the 4bpp textures follow the same format, but some are stored differently in a format I don’t understand. Both formats use a 32-bit RGBA palette with a 0-128 range alpha channel. GIM files using either 8bpp (256 color) or 4bpp (16 color) format. PAC files are stored within the ADX files and contain textures and other assets. ADX files are used to store resources (textures, audio, 3D models, etc). The game stores files in fairly simple file formats and doesn't use compression for anything other than audio. It's being used to help translate the game into English. These tools can aid in modifying assets in Initial D Special Stage.
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