Jesse

Results 66 comments of Jesse

> Even if I replace the whole header with ´FF´ it still works fine. Ahh, I neglected to think I was upsetting the offsets in arc.arc... You're right it still...

> As far as I remember the PC version uses the same exact files as the PS2 one (even the unused stuff is still there) I noticed this as well...

> I made a QuickBMS script years ago to unpack them, here Cheers I'll try it out later.

Hi @belek666 Interesting, so it's not a form of quasi-encryption, but rather swizzled textures decoded on the GPU (on the PS2 version)? The more and more we dig, the more...

Hi @belek666 > Do you plan to use game's fonts? Their compression algorithm is the same as sh2 fonts. I can send you unpacker code adopted to sh3 file format....

Thanks very much for the contribution, I'll have a look at this later.

@belek666 So is each character/glyph stored as a texture that can be sent to the GPU (from the looks of the pixel is grabbed from the palette when the character...

Okay cool, when I've got some time that is being consumed by uni I'll have a go implementing this + a shader to draw them. Could I get your full...

@belek666 Hi, I'm having a bit of trouble testing the code provided. If I'm correct, `font.cpp` dumps a single glyph into `font.dat`, yes? However, when I try and draw character...

> As for credits, unpacking algorithm was given to me by Dencraft author of "Silent Hill Font Editor" (program for sh2 fonts, never finished). I adopted it to sh3 format....