Tuesday, June 28, 2011

Monday, June 6, 2011

MGS VRAM

So I was revisiting MGS tonight after I had an idea about textures. It turns out they are storing data in the NULL reserved section of the PCX header. This is at least referencing the VRAM x,y location of the texture and of its associated CLUT entry. It doesn't always reflect what I see in PSX VRAM dumps but its right a lot of the time. I'll probably build a VRAM simulator for it pretty soon and test it out. This also partly explains why my texture repack tests didn't work. Naturally there aren't any PCX compatible editors that embed this extra data and so it is lost and causes the game to die.