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> RAI PAY ATTENTION TO THIS TOPIC, YU Sprites
Dr Strum
post Jul 18 2008, 09:39 PM
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Okay Rai, with no internet, I've been working on the sprites from YUPSP, or, in other words, the PTA files found on the YUPSP UMD. I have made some great progress, however, I cannot quite figure out how the sprites are assembled based on the PTAs. I have some sort of ordering data, but I think it might be more along the lines of animation, rather than actual frames. So, I shall give you what I have at the moment. If I don't continue on this later I'll probably be working on the compressed files until I get a response from you.

Research (read the top few paragraphs on PTA files, as well as the brief spec about halfway into the text)
Icon PTA
Icon TGA
Fry TGA
Fry PTA


Anyone else that wants to take a crack at it is welcome.


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Archeia
post Jul 18 2008, 11:35 PM
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I looked at it over the net and what I got is that it's some sort movie filetype for some mpx players to play, tried to looked for some converters but no luck T_T

Sorry, can't help...


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Dr Strum
post Jul 20 2008, 05:51 PM
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I doubt it's a movie file format.
Also, FUCK YOU RAI FOR IGNORING ME AGAIN
THIS IS WHY IT TOOK MONTHS TO RIP ALL THE FILES FROM RIVIPSP


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Archeia
post Jul 21 2008, 03:25 AM
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I found an AVI to PTA so it's possible :P

Also nuuu it'll take longer to rip them now ;A;


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Dr Strum
post Jul 22 2008, 06:09 PM
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QUOTE
I found an AVI to PTA so it's possible :P

Sigh. No. It's not. Different types of PTA files.


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sandpenguin
post Jul 23 2008, 12:07 PM
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Sorry Sturm....wish could help it but it hell's here.....maybe I could spend a couple of hours later....
But by the way, TGA is Targa, PTA is what? Maybe something can be cracked from knowing the ext....


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Dr Strum
post Jul 23 2008, 05:10 PM
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Almost none of the files on the ROM have extensions. Some don't even have real names:
» Click to show Spoiler - click again to hide... «
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Raijinili
post Jul 24 2008, 05:49 AM
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1) HEY STURM I DIDN'T KNOW ABOUT THIS TOPIC NO ONE TOLD ME
2) School. I have to do at least one small project every two weeks. FOR TWO CLASSES.
3) Sand. Arch, the thing is, the files are not formatted for personal computers. That won't help at all.

Edit: PERSONAL computers.

This post has been edited by Raijinili: Jul 24 2008, 05:55 AM


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sandpenguin
post Jul 24 2008, 12:43 PM
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Then, if some can't be read by normal one, salvage it....like the png's and tga's......

Thanks for the headstart, Rai!


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sandpenguin
post Aug 2 2008, 06:49 AM
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I manage to read the tga. file but alas, there's no real improvement on PTA files.....This is the site for the picture viewer I use....it's home-made by someone, and it's pre-assembled with source code, etc...hopefully you can do something with this. as I am noob at this...LOL

http://www.amnoid.de/ddsview/download.html

Hope this helps.....



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Archeia
post Aug 4 2008, 08:03 AM
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TGA files can be opened with Irfanview but oh well


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Dr Strum
post Aug 4 2008, 10:38 PM
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TGA files can be opened without third party software on OSes that don't suck shit. Now please stay on topic.


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Dr Strum
post Aug 7 2008, 05:42 PM
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OKAY RAI I WILL WALK YOU THROUGH THE FRY PTA FILE SO YOU MAYBE UNDERSTAND, AND SO MAYBE PEOPLE THAT WILL NEVER UNDERSTAND WILL LEAVE THIS THREAD ALONE
Some of this I actually only discovered last night.

These are all little endian.
CODE
00000000: 50 54 41 00 10 00 00 00 90 01 00 00 00 00 00 00

PTA header.
Int: Identifier, "PTA" (50 54 41 00)
Int: Animation info offsets offset (10 00 00 00)
Int: Frame info offsets offset (90 01 00 00)
Int: Probably padding. (00 00 00 00)

CODE
00000010: 20 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00000020: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00000030: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00000040: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00000050: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00000060: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00000070: 00 00 00 00 48 01 00 00 00 00 00 00 00 00 00 00
00000080: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00000090: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
000000A0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
000000B0: 00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF

Animation info offsets.
Fry's idle animation would be the first one (20 01 00 00), his other animation (not sure exactly what it is) is the one half way through (48 01 00 00). I think the spacing has to do with the script wanting to call a certain animation, like the idle animation is always animation indice zero, and whatever animation is described at 0x148 is always animation indice 24. The FF FF FF FF at the end I believe merely signifies the end of the section.

CODE
000000C0: 00 00 FC FF 04 00 00 00 01 00 FC FF 04 00 00 00
000000D0: 02 00 FC FF 04 00 00 00 03 00 FC FF 04 00 00 00
000000E0: 04 00 FC FF 04 00 00 00 05 00 FC FF 04 00 00 00
000000F0: 06 00 FC FF 04 00 00 00 07 00 FC FF 04 00 00 00
00000100: 08 00 FC FF 04 00 00 00 09 00 FC FF 04 00 00 00
00000110: 0A 00 FC FF 04 00 00 00 0B 00 FC FF 04 00 00 00

Animation info p1. They're split into chunks of four shorts (eight bytes)
Short: Frame ID. *
Short: Unknown.
Short: Unknown.
Short: Unknown.
This won't be read directly, so no end-of-section marker is necessary, unlike with most of the others.

CODE
00000120: C0 00 00 00 01 00 0C 00 C8 00 00 00 01 00 0C 00
00000130: D0 00 00 00 01 00 0C 00 D8 00 00 00 01 00 0C 00
00000140: 00 00 00 00 00 00 00 00 E0 00 00 00 01 00 0C 00
00000150: E8 00 00 00 01 00 0C 00 F0 00 00 00 01 00 0C 00
00000160: F8 00 00 00 01 00 0C 00 00 01 00 00 01 00 0C 00
00000170: 08 01 00 00 01 00 0C 00 10 01 00 00 01 00 0C 00
00000180: 18 01 00 00 01 00 0C 00 00 00 00 00 00 00 04 00

Animation info p2.
Int: Number of frames. It seems. (C0 00 00 00)
Following are a list of frames, each split into eight byte chunks of data.
Short: Unknown (01 00)
Short: Unknown (0C 00)
Int: Offset in Animation info p1 of corresponding data (C8 00 00 00) **
I think the two shorts may somehow indicate the type of frame, for example, in this it's always 01000C00, but in other ones I'll find mixed values, such as 01000800, 01000400, etc.

CODE
00000190: 50 00 00 00 01 00 00 00 18 00 00 00 0C 00 00 00
000001A0: 48 00 00 00 01 00 00 00 90 00 00 00 64 01 00 00
000001B0: 00 03 00 00 64 01 00 00 90 00 00 00 EC 04 00 00
000001C0: FC 05 00 00 0C 07 00 00 94 08 00 00 F4 09 00 00
000001D0: 40 0B 00 00 F4 09 00 00 D0 0C 00 00 90 90 90 90

Frame assembly offsets. And some other info. Offset of beginning of this section = OffsetX (0x190 in this case)
Int: Length of section/offset to palette (50 00 00 00)
Int: Unknown (01 00 00 00)
Int: Offset from OffsetX to start of frame assembly offsets. (18 00 00 00 - probably always this)
Int: Number of frames (0C 00 00 00)
Int: Offset from OffsetX to PTX file/pixel data (48 00 00 00)
Int: Palettes (01 00 00 00)
Now we're at the offsets. There are twelve in this one, meaning, well, there are twelve int in a row, indicating the offset from OffsetX to the data for the frame's assembly.
After those twelve offsets will almost certainly be the PTX offset earlier mentioned, and, then, padding to align it to a sixteen-byte boundary (90 90 90 90).

CODE
000001E0: B0 B1 80 00 00 00 00 FF 50 22 4C FF B3 57 78 FF
000001F0: ...

Palette. Really no point in going into this. Just like all Sting image palettes it's apparently in BGRA format, a byte per colour field.

CODE
00000220: 0A 00 00 00 00 00 40 00 50 00 00 00 00 00 18 00
00000230: 08 00 00 00 18 00 08 00 30 00 10 00 00 00 18 00
00000240: 00 00 18 00 10 00 00 00 40 00 08 00 40 00 18 00
00000250: 00 00 40 00 00 00 18 00 18 00 00 00 68 00 08 00
00000260: 40 00 20 00 00 00 68 00 00 00 18 00 20 00 00 00
00000270: 88 00 08 00 38 00 28 00 00 00 88 00 00 00 10 00
00000280: 28 00 00 00 B8 00 08 00 40 00 30 00 00 00 B8 00
00000290: 00 00 10 00 30 00 00 00 E8 00 08 00 40 00 38 00
000002A0: 00 00 E8 00 00 00 10 00 38 00 00 00 18 01 08 00
000002B0: 40 00 40 00 00 00 E8 00 00 00 10 00 40 00 00 00
000002C0: F0 00 08 00 18 00 48 00 00 00 18 01 00 00 18 00
000002D0: 40 00 00 00 40 01 08 00 40 00 48 00 00 00 40 01
000002E0: 00 00 10 00 48 00 00 00 68 01 08 00 38 00 50 00
000002F0: 00 00 00 00

Frame assembly data. I am very not sure how this works. This following information is how I THINK it might work, but some of it either doesn't quite fit, or I am unable to test it for lack of other information.
Int: Unknown (0A 00 00 00)
Short: Unknown (00 00)
Short: Width maybe (40 00)
Short: Height maybe (50 00)
Short: Counter as found in LIM files and PTG files [I'm pretty sure about this, it seems to roll over at 0x200 just as always before, though I don't know exactly what it counts] (00 00)
Then I'm uncertain. I think what follows is either locations, or areas of pixels to read/write. I'm not sure, but multiples of eight (heights of the tiles) occur a lot. The counter means it could very well be like LIM/PTG files, meaning we write so many blank pixels/tiles, then so many filled in pixels/tiles, etc, and that's what these numbers indicate.

Following this info comes the PTX data - pretty much just ignore the first 32 bytes and you're right at the pixel data, which is stored two pixels per byte.

NOW, FOR A LITTLE DEMONSTRATION OF HOW ALL THE DATA GOES TOGETHER:

The first frame, putting together the animation data, you get this:
CODE
00000120:
000000C0
>>>0000 FFFC 0004 0000
0001, 000C
000000C8
>>>0001 FFFC 0004 0000
0001, 000C
000000D0
>>>0002 FFFC 0004 0000
0001, 000C
000000D8
>>>0003 FFFC 0004 0000
0001, 000C

So the only thing we know is that this animation is four frames, and we want frames 0, 1, 2 and 3.
They are located at OffsetX + 0x90, OffsetX + 0x164, OffsetX + 0x300 and OffsetX + 0x164 respectively. Note that the last frame is the same data as the second frame, that's because it loops 1->2->3->2, 1->2->3->2, etc.
So, here's said frame data:
Frame 1:
» Click to show Spoiler - click again to hide... «


Frame 2:
» Click to show Spoiler - click again to hide... «


Frame 3:
» Click to show Spoiler - click again to hide... «


Frame 4:
(see Frame 2)


So. Rai. THINK YOU CAN HELP NOW THAT I'VE GIVEN YOU MORE INFO AND A THOROUGH THROUGH TO PRETTY MUCH EVERYTHING I KNOW ABOUT THE FILE FORMAT?





* There's a failing in this filetype at this point, because there are different frame IDs, but often the ID will reference the same data as another ID, thus wasting (minimum) four bytes everytime this happens. Potentially more.

** Another failing, as, if all the animation info had been put together it would have saved more than splitting it up saves. A guaranteed four bytes per frame rather than a potential billion bytes for the stupidest animation ever.


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Dr Strum
post Aug 12 2008, 05:05 PM
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OKAY RAI, I FIGURED OUT PART OF THE FRAME ASSEMBLY SECTION

They're separated into five-short chunks. Here's the first one for Fry split up:

CODE
00 00 00 00 18 00 08 00 00 00
18 00 08 00 30 00 10 00 00 00
18 00 00 00 18 00 10 00 00 00
40 00 08 00 40 00 18 00 00 00
40 00 00 00 18 00 18 00 00 00
68 00 08 00 40 00 20 00 00 00
68 00 00 00 18 00 20 00 00 00
88 00 08 00 38 00 28 00 00 00
88 00 00 00 10 00 28 00 00 00
B8 00 08 00 40 00 30 00 00 00
B8 00 00 00 10 00 30 00 00 00
E8 00 08 00 40 00 38 00 00 00
E8 00 00 00 10 00 38 00 00 00
18 01 08 00 40 00 40 00 00 00
E8 00 00 00 10 00 40 00 00 00
F0 00 08 00 18 00 48 00 00 00
18 01 00 00 18 00 40 00 00 00
40 01 08 00 40 00 48 00 00 00
40 01 00 00 10 00 48 00 00 00
68 01 08 00 38 00 50 00 00 00


And I'm pretty sure I'm right about those two shorts I mentioned earlier being the height and width. This corresponds to how many pieces can be found that make up the first sprite - pieces being in chunks no larger than 32x8 (four tiles).


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Dr Strum
post Dec 29 2010, 01:32 AM
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Alright RAI. Sort of related to this, so I'm going to keep it here: I've begun working with the PT* series files again. Only this time with Kitten PSP and XYZ. Two new file formats (both containers of sorts) I've identified:

BST
Not sure of its purpose just yet, but it houses several PT* files, and has other data...

PTBD
The only one I've found so far houses wav files (in the lovely proprietary PSP format). Nothing special here, at least not that I've found.


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