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I'm really not feeling the whole "Lite" concept... I think the title would look much better without it now.
Echoing Nukey here, I think the goal has changed quite a bit from the original "let's just dump the maps and be done"
I'll just expand a bit on what was found yesterday...
Textures have been dumped cleanly from the PMP, thanks to Nukey.
There have been some interesting discoveries from the textures:
In order to save memory, some levels have their textures mirror flipped in the in order to simplify them.
While this doesn't actually show up in almost +80% of the cases unless you know to look for them, it still can change some things like asymmetric decoration patterns in various things.
Also some new challenges because of this: do we really want to load 2-3 different variations of a texture in to the RAM ?
This count potentially nearly double the texture usage depending on how much of the PSX textures will be used in the end.
Not to mention that there are palette variances in some textures as well.
Nothing impossible, but organizing these together will take a moment as there are about 10 different variations on the palette so far, meaning that the transparent color index in the palette shuffles around.
Most of the game's textures utilize only the first 4 bits (16 colors) but there are some that use 5bpp or go up to 8bpp (256 colors).
-> Out of the 4bpp ones, there are about 8 variations so far with no clear pattern but it seems to group roughly on the image size/animation frame amount in most cases.
-> Out of the 8bpp ones they have a custom palette that uses 0 as transparent and this gets used for pretty much all of the actors and then you have another 8bpp with something that looks to be the PC palette (255 is transparent).
Seems like they had different presets that they used for graphics conversions in order to save space. Weird thing is that some odd objects like the green desk lamp has the whole 8bpp in it's palette entry while things like HUD graphics utilize 4bpp. Either they were just careless or just crammed enough until they met a certain RAM budget.
Will study this a bit more once I get home.
Anyway, I guess my previous promise about being very close was a bit of a lie due to the new developments.
But this is good news since now we can be happy about the integrity and get as much data as possible cleanly from the PMP itself as opposed to V / RAM blobs.
Things are looking nice and it's gonna be good once it comes out, more faithful than the original goal was for some of us.