Game Save Images - Format
Posted 07 August 2005 - 04:59 AM
Maybe this is kind of the 'wrong place' for my problem, but I'm sure you
can help me
MXM can handle the .Xbe - game save Images. I'm working on a FTP-Prog
for PC that can handle these icons too - works well for most icons,
but there are certain Games (For Example Worms, Top Spin, The
Suffering, and many of EA's Fifa Soccer titles..) with a 'different'
Save-Image-Format. (TitleImage.xbx is not the usual 9kb in size- it
is a lot bigger - 65kb or more..)
What's up with these files ?? Pleeeease give me a hint. Is it a
different image-Format ? (not DDS ?) Ist is, isn't it ?
I really tried to find out - but no chance
Posted 08 August 2005 - 11:51 PM
Raw format. 3 bytes for RGB(+1byte for AlphaChannel, I guess) Pixel after
Pixel. Very simple. But the pixel-sequence seems strange. Its not just 128 Columns * 128 Rows (maybe the 128*128 image is devided into several
smaller parts ?)
Posted 09 August 2005 - 01:22 AM
128*128*4 bytes per pixel = 65 kb, that makes sense.
I suggest you take a look at the GetXBEIcon function in the XBMC source, it looks like the CXBPackedResource object takes care of the conversion. Never heard of icons not working with XBMC.
Posted 09 August 2005 - 02:48 PM
I checked the sources, but it seems on Xbox you only have to load
the raw data as texture (and its recognized/converted automatically
no matter if its a DDS or this Raw-format..)
no bit-juggling there
(I hope I did not miss something)
here is a Link to the Data of the 'Fifa-Worldcup(2002)'-Logo :
german forum (see first post for attachment)
all I found out is - first byte is blue, second green, third red, forth
Size is always 65536 bytes. (The resource for the 'ComplexTools'-Logo was bigger,
but I checked it - the raw-data is 65536 there,too. Other Games with this kind of Logo : e.g. Top Spin, Nhl 004, The Suffering..)
Posted 13 August 2005 - 05:37 PM
Its like fghjj estimated - you 'only' have to unswizzle the image-data.
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