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Astral Chain support? #11

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Andree12 opened this issue Aug 30, 2019 · 21 comments

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@Andree12
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commented Aug 30, 2019

Can you provide support for Astral Chain's files please?
Here is the link to the thread.
https://forum.xentax.com/viewtopic.php?f=10&t=21044

@Kerilk

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commented Aug 30, 2019

I plan to take a look at it.

@Kerilk

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commented Aug 31, 2019

I released a version for astral chain without texture support. I someone can point me to the correct format I should be able to support it.
Astral Chain

@Demonslayerx8

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commented Sep 5, 2019

So seems like some1 figured out the texture format properly...
https://www.deviantart.com/sticklove/art/Olive-Espinosa-811898253

I already asked if he can point out the swizzle algorithm for ASTC10x10, so gotta wait for a response now.

@Demonslayerx8

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commented Sep 5, 2019

update:
he said it's ASTC8x8 actually with normal switch swizzling.
and... some are dxt, and some are astc4x4

@Kerilk

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commented Sep 6, 2019

I would love to get examples of those 3 types, if you can point them to me.

@Demonslayerx8

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commented Sep 6, 2019

I was wrong on the texture format location in my notes, the format is listed at 0x1C in the XT1 info, while 0x10 is texture data offset, for when the game compiles it into 1 file most likely.

if ya need more files from the game, I can send some to ya, just add me on discord
DSX8#8255

image

@Kerilk

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commented Sep 6, 2019

Thanks, that should get me going.

@Demonslayerx8

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commented Sep 6, 2019

Alright cool. Textures that's 8E might need more swizzle support, those still ends up broken for me, but everything else is fine.

@Kerilk

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commented Sep 6, 2019

I found format 37 also no idea what it is. I don't know how I'll be able to add support for those textures using Noesis. Worst case I'll need to generate dxt headers and bntx headers for them... Don't know how long it will take me.

@Demonslayerx8

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commented Sep 6, 2019

oof dang, alright. Which file is format 37 in?

@Kerilk

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commented Sep 6, 2019

FogLUT.wtb and grading.wtb

@Demonslayerx8

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commented Sep 6, 2019

looks like there's a format 50 also, for the cubemap.wtb

FogLUT is 25, same for Grading, not 37.

edit: oh, now I see what u mean by 37 lmao

@Demonslayerx8

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commented Sep 6, 2019

0x25 [37] is r8g8b8a8_unorm?
Texture0 Texture1 Texture2

Update:
Cubemap.wbt is format BC6
cubemap cubemap2

If ya come across any others, let me know and I'll take a look.

@ckurtz22

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commented Sep 11, 2019

0x25 is r8g8b8a8, 0x01 is just rgb8.
0x38 (bg/bg4510.wta and others) 0x50 (lots of files such as st3/r302.wta) and 0x29 (core/pre_texture.wta) are currently unknown to me.
Rest are already listed.

Edit: I've extracted the raw data from the WTP files and screen capped pictures of the WTA headers for those 3 here: https://mega.nz/#!2a5iUCqR!5oScA8VmauZQ2jilTyo91_uiZciD7Gp5Q0KPEywpNHU

@ckurtz22

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commented Sep 12, 2019

I'm trying to decompress textures from miscTex and I'm getting some funky outputs. All the entries in that directory seem to be dxt5 (0x44 code) but everything I try to decompress looks like this:
test (chara_thumb_01). Any ideas what I'm doing wrong?

Edit: Was not aware what swizzling meant but apparently that is what it is.

@Demonslayerx8

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commented Sep 14, 2019

Any idea where the face texture is even located at, that's about all I'm missing. Also, switch toolbox can now properly view every texture formats that's been found so far, and got the 4k textures to unswizzle.
https://github.com/KillzXGaming/Switch-Toolbox/blob/435fda17f1b5c0940d6dfec889729f92424d8678/File_Format_Library/FileFormats/Texture/WTB.cs

image

had to lower the size from 4096x4096 to 2048x2048 just to upload it here, but looks like it's shared with the female character (and possibly used for cutscenes?).
image

@Kerilk

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commented Sep 14, 2019

My bet is that it is indeed stored somewhere else as you can change their face color when you configure you character. So you must have a huge file with all the faces together, or maybe in the hairstyle file.

Can the switch toolbox be made into an executable that would convert XT1 files to whatever format Noesis can read? This is already what I am doing with gtx files from bayo 2 WiiU.

@Demonslayerx8

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commented Sep 14, 2019

Yeah, It should be able to do that since it has support for reading GTX textures, and XT1 can be converted to png, astc, or other files. (if I'm understanding this properly)
image

@Kerilk

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commented Sep 15, 2019

Perfect I just need to figure out the correct command line options.

@Kerilk

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commented Sep 20, 2019

All formats were not tested as I don't have enough data, tell me if some texture are wrong.
I don't support cube maps.
Astral Chain with textures
Thanks for all the help :)

@Demonslayerx8

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commented Sep 20, 2019

Glad to be of service~

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