Finding battle textures is
*not* going well. Mainly because the .TIMs seem to be stored in a really screwy way in the savestate I'm pulling VRAM from (the one with the Hydra Marsh bug enemy). It seems that
chunks of the .TIMs are in there, but they are interrupted by other data. I'll use as an example my comparison of the menu window seen in my post above on this page with the savestate hex:
http://img155.imageshack.us/img155/2963/hexcomparewe8.gifSee how there's a chunk of congruous data, then the hex strings go their separate ways before and after?
There are no .TIM headers at all in the savestate data. Waitaminute, I see one. I'll see if I can't find which .TIM it corresponds to.However, several things must be noted:
When you open VRAM, you have to carefully search for the right color scheme in the color lookup table (CLUT), which is stored in a different place visually from the graphic you're trying to capture. Therefore, the color schemes may be separated from the .TIM images VRAM pulls from the disc, meaning the .TIM data is still in there but it'll look totally different from a .TIM we pull from the game with TIMViewer.
Also, I've investigated only one savestate taken during battle so far. Perhaps all the textures used during battle are in a different format from .TIM altogether, meaning we can't use .TIM references at all for battle savestates. That text window exhibited above sure looked like one of the .TIMs we pulled, though, so I doubt this is the case for now.
Any thoughts regarding this finding, folks?
EDIT: Okay, it appears some weapon textures are stored as uncompressed .TIMs in VRAM, and even then they're just a bit screwed up. This is exactly what I pulled from my battle savestate with TIMViewer:
http://img340.imageshack.us/img340/9725/weapontexesws0.gifI have yet to Cross-reference these with .TIMs we've pulled. If they are indeed the same, these, at least, could be used as references in battle savestates for finding other data perhaps.
EDIT: Pure and utter weirdness ahoy! It just so happens that the textures TIMViewer was perfectly capable of pulling whole
from the savestate do not appear whole
in the savestate. W T F. I'm moving on to other things for now, but Zeality, when you have some spare time see if you're getting the same vibe as I am from your own savestates, especially the Marle NPC one. Maybe my brain's just fried from midterms.
If worse comes to worst, we can always rip the battle textures along with the pre-rendered backgrounds manually with VRAM viewer, though that'll take lots of time and the resulting images will be difficult if not impossible to map on the game CD since we don't have them in their native formats.