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> Game Save Images - Format, What's up with the 65kb files ??
Brad09
post Aug 7 2005, 04:59 AM
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Dear Developers

Maybe this is kind of the 'wrong place' for my problem, but I'm sure you
can help me love.gif
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 sad.gif
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Brad09
post Aug 8 2005, 11:51 PM
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I tried some more, and now I'm pretty sure it's some kind of
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 sad.gif (maybe the 128*128 image is devided into several
smaller parts ?)

PLEASE HELP!
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fghjj
post Aug 9 2005, 01:22 AM
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Maybe the texture is in a swizzled (optimized byte order) format? The MXM developers haven't been active for a while now, so this might not be the best forum to ask your question.

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.
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Brad09
post Aug 9 2005, 02:48 PM
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Thank you.

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 sad.gif
(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
Alpha(Intensity)....
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..)
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Brad09
post Aug 13 2005, 05:37 PM
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Problem solved beerchug.gif

Its like fghjj estimated - you 'only' have to unswizzle the image-data.
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