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- PRAW2TGA
-
- by
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- STRUCTURe
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- of
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- The Immaculate Hood
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-
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- Exclusive Distribution
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- BamBam on the Net
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- www.universal.nl/users/magic/sonypsx.htm
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- Special Thanks
-
- to
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- Hido-Genshi
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-
-
-
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- THIS PROGRAM IS FREEWARE!! PASS IT ON!
-
-
- Requests and bug reports to: struct@netcom.com
-
- @@@Join the inFREEmation Network@@@
-
-
-
- --
- BASIC INFORMATION
- --
-
- PRAW2TGA converts PSX raw image files to Targa format. Currently,
- only 16 and 24 bit files are supported, but this should cover about 75%
- of what's out there (along with TIM2TGA and TIM2BMP).
-
- Syntax:
-
- PRAW2TGA {-owhd} infile outfile
-
- infile = name of raw, uncompressed file
- outfile = name of output targa file
-
- options (all are optional and formatted like -o=#####)
-
- -o Sets the offset within the raw file for the image start.
- (example -o=1024)
- -w Sets the image width.
- (example -w=320 makes the image 320 pixels wide)
- -h Sets the image height.
- (example -h=480 makes the image 480 pixels tall)
- -d Sets the bit-depth.
- (example -d=16 signifies a 16 bit image)
-
- If not specified, each of the options will try to be auto-
- detected, except for offset which defaults to '0'. This is not
- always sucessful but works a good percentage of the time. The
- more values that you give it to start with the more accurate the
- automatic values will be. See trouble-shooting for more info.
-
- The options and file names can occur in any order, but the
- 'infile' name must appear before the 'outfile' name.
-
-
-
-
-
- --
- OTHER TOOLS YOU SHOULD HAVE TO USE THIS PROGRAM
- --
-
-
- If I can I will try to include any other programs that you need to use
- this program. I may not be able to so here's what I use:
-
-
- Sector Editor/Hex Viewer -
-
- On the Amiga I use FileX. It's the BEST hex editor I've ever seen.
- I'll try to include it with the archive. On the PC I know that Norton
- Utilities has a good editor. I will try to include a program called
- 'list' that is a hex viewer. You probably already have one anyway ;)
-
- Base Converter -
-
- Something to convert hex addresses given by FileX (hex editor)
- to decimal numbers (base 10) (i.e. 0xFF = 255). If your hex
- viewer gives offsets in decimal then you don't need this. If you
- can do the conversions in your head I will worship you ;) On the
- Amiga I use a program called 'Calc' which is a multi-base calculator.
-
- Image Editor/Cropper -
-
- Something like ImageFX, ADPro, Photoshop, Painter, etc...
-
-
-
-
-
-
- --
- TUTORIAL (sort of)
- --
-
-
- :Finding RAW graphcs data on PSX discs:
-
- Look for files that have extensions like PIX, DAT, RAW, IMG, PIC, etc...
- Anything that looks like 'Image' or 'Picture' as an extension. Another
- good way is looking at the file-size. See the 'TABLE.TXT' file.
- Look for large '.EXE' files. Many times at the end of the file there
- will be a title screen.
-
-
- :Identifying Graphics Data:
-
- Drop the program into your hex viewer and take a look at it. Look for
- typical graphics data. If you are unfamilliar with what typical image
- files look like in a hex editor, load up a 16-bit and a 24-bit targa file
- and take a look at the patterns. You should see a brief bit of garbage at
- the top of the targa file (this is the header) followed by 2 or 3 byte
- patterns.
- If you are looking at an 'EXE' file start at the end and look backwards.
- The mass amounts of '00' at the start are part of the header.
-
-
- :Identifying Option Info:
-
- You can try to let PRAW2TGA figure out for its self the depth and width
- and height, but you must give it the offset if there is one. If you can
- give it the depth it will also have a much easier time. The Auto-detect
- AI routines work about 75% of the time on 'typical' situation raw image
- files. At a minimum they should give you a bise to start working from.
- Look for the first offset where the patterns start. This may be right
- at the top of the file (which means the offset would be '0') or it may
- be in some amount. Try to pick a place that looks right and use this
- as your starting place. You can always fine-tune it later.
- To figure out what bit depth the image is look to see if the patterns
- are two bytes or three bytes long. If they are two then it is 16-bit. If
- they are three it is 24-bit. PRAW2TGA can usually figure this out on its
- own under typical conditions, but I found some tricky ones that it
- missed (esp. on Loaded). It's safe to say that 99% of the time it will
- be 16-bit and not 24-bit. If you are unsure and PRAW2TGA gives you an error
- auto-detecting depth start with -d=16.
-
-
-
- :RUN PRAW2TGA:
-
- Run the progam and see what you get. You will find that you use settings
- like 'PRAW2TGA -o=0 -w=320 -h=240 -d=16 title.pix title.tga' frequently.
-
-
-
-
-
- :TROUBLE-SHOOTING AND FINE-TUNING RESULTS:
-
-
- P: Edges of image are in the middle and the middle is on the edge:
-
- 000000000000000000
- XX0000000000000000
- XXX00000000000000X
- XXXX000000000000XX
- XXX00000000000000X
- XX0000000000000000
- 000000000000000000
-
- (Your example may not be as extreme)
-
- S: Adjust the offset (-o=) option.
-
-
- P: Image is offset to the right or left:
- S: Same as above
-
- P: Image is Skewed:
-
- 000000000000000000
- 000XXXXXXX00000000
- 0000XXXXXXX0000000
- 00000XXXXXXX000000
- 000000XXXXXXX00000
- 0000000XXXXXXX0000
- 000000000000000000
-
- S: Adjust the width (-w=) option.
-
- P: Top of image is cut off.
- S2: There is another file that contains the second half of the image.
-
- P: The Bottom of the file is cut off.
- S1: Adjust the offset*
- S2: Adjust the height*
- S3: There is another file that contains the first half of the image.
-
- *PSX images are stored so that the last line of the file is the first line
- on the screen. If the bottom is cut off either make the offset smaller of
- the height larger. It's always better to get a little extra garbage and
- crop the image.
-
-
- P: Image is there but colors are bonkers and there is/isn't a slight skew.
- S: Increase the offset by a small amount. You may be starting in PRAW2TGA
- in the middle of a pixel.
-
- P: I can see something but it's all messed up.
- S: Play with the Width. Try using VERY small pixel values like 32 or 16.
- I've found some images that are long strips of icons. (Resident Evil)
-
- P: There's garbage at the top of the screen.
- S: Decrease the Height (-h=) value.
-
- P: There's garbage at the bottom of the screen.
- S: Increase the offset (-o=) value.
-
-
-
-
- !!!HINT HINT HINT!!!!
-
- There's a REALLY nice picture of Jill on the Resident Evil Disc... :)
-
-
-
- :SPECIAL NOTE:
-
- If you have any suggestions for utils, please e-mail them to me. If
- any1 finds a 24-bit image file PLEASE send it to me. I am pretty sure
- that the colors on a 24 bit file will not translate correctly, but the
- code's there and I just need an example to test to make sure it works
- right :)
-
- struct@netcom.com
-
-
- REMEMBER: Shop smart. Shop S-Mart.
-