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<blockquote data-quote="NWPlayer123" data-source="post: 5510158" data-attributes="member: 297271"><p>Tried and failed to reverse engineer the TexConv2 algos. If anyone else wants to try, I'll gladly contribute what I know. The important things are the pitch, swizzle, and tile mode. Tile mode (at least for BFLIM files) is always 4, which is 8x8x1 tiles. If you want to convert ^l files (what I was using to test) which are just RGBA32 blocks. So each block is 8*8*4 bytes, which is 256 or 0x100. Nice big chunk to work with. I'm unsure of if it needs pipe and bank swizzles or just the individual swizzle (which depending on where in the program is either multiplied by 0x100 or just a plain number (IE 0x700 or 7, which is also the highest a swizzle can be)). The important function is GX2CopySurfaceSW which comes from TC2ConvertTiling which is from TexConvert.cpp from the SDK (line 856). I got to AddrComputeSurfaceAddrFromCoord from there with the x and y loops for each pixel/tile. You'll also need <a href="http://lists.freedesktop.org/archives/mesa-dev/2015-April/082255.html" target="_blank">http://lists.freedesktop.org/archives/mesa-dev/2015-April/082255.html</a> which is the whole of AddrLib. the Z index needs to be 0 for the first chunk at 0x0 to be hit (otherwise it's 1). Sorry if this is arranged terribly, it's just everything I've spent the last 6 freaking hours staring at. Not gonna try to mess with this anymore.</p></blockquote><p></p>
[QUOTE="NWPlayer123, post: 5510158, member: 297271"] Tried and failed to reverse engineer the TexConv2 algos. If anyone else wants to try, I'll gladly contribute what I know. The important things are the pitch, swizzle, and tile mode. Tile mode (at least for BFLIM files) is always 4, which is 8x8x1 tiles. If you want to convert ^l files (what I was using to test) which are just RGBA32 blocks. So each block is 8*8*4 bytes, which is 256 or 0x100. Nice big chunk to work with. I'm unsure of if it needs pipe and bank swizzles or just the individual swizzle (which depending on where in the program is either multiplied by 0x100 or just a plain number (IE 0x700 or 7, which is also the highest a swizzle can be)). The important function is GX2CopySurfaceSW which comes from TC2ConvertTiling which is from TexConvert.cpp from the SDK (line 856). I got to AddrComputeSurfaceAddrFromCoord from there with the x and y loops for each pixel/tile. You'll also need [url]http://lists.freedesktop.org/archives/mesa-dev/2015-April/082255.html[/url] which is the whole of AddrLib. the Z index needs to be 0 for the first chunk at 0x0 to be hit (otherwise it's 1). Sorry if this is arranged terribly, it's just everything I've spent the last 6 freaking hours staring at. Not gonna try to mess with this anymore. [/QUOTE]
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I played the intro to far cry 5, that is like some crazy Jim Jones cult shit. Still its petty...
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