May 09, 2025, 04:56:43 AM

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41
Jaker, how did you get those offsets?  Are you using the NFL Blitz Gold CHD or the NFL Blitz Classic CHD?  I'm using NFL Blitz 2000 (Gold?) and not seeing how you got that.

Searching for ARHLML.WMS seems to find only 1 match in a list of WMS records (starts at offset 91337612).  Those records appear to be 48 bytes long and none of the values in the ARHLML.WMS seem to match what you got there.
42
I've pushed the image code in the branch
Code: [Select]
image-support

FYI: This is how I'm planning for this solution to be structured:
  • NFLBlitzDataEditor.Core:  A .NET standard assembly that contains the core functionality around processing the data file
  • NFLBlitzDataEditor.UI:  A .NET Core WPF application that uses NFLBlitzDataEditor.Core.  This is what users will use to modify the data file

Right now, I'm just trying to get some bits and pieces together.  Ultimately, this is the structure I will have for the solution.
43
Right now, I'm just finding images based on the occurrence of 0x05800000 to start of the record.  I don't know what image files they map to, although some of the one's I outputted match the offsets you've posted.

There's also WMS file records that are 44 blocks wide starting at position 0x056C0F2C.  But those pointers don't seem to match anything.
44
Awesome, how are you going about doing it? I suppose now that we know a little more about the Image header it would be as simple as looking for that pattern for pulling the images out.

I did run the PC images versus the arcade and it looks like only 447/1,015 PC files are shared between the two.

I've attached the image name and offsets to this post.
45
FYI: Starting a new thread that is appropriately named.
46
Creating this new topic from the original topic "Can't figure out how to update arcade Blitz" - http://nflblitzfans.com/index.php?topic=574.0

So Jaker3... The extraction of images seems to moving along and I made a shocking discovery: blitz2k.chd contains NBA Jam images...

47
What I've been seeing is that much of the data is stored in fixed record format, usually with all of them listed one right after the other.  Teams and Players were like that and I'm betting that the complete image list is stored the same way.  Just need to figure out that format.

What sometimes makes this a bit trickier is that the images you currently have are the PC version, but are not identical.  For example, I appear to have found the equivalent of CHEER501.WMS in the arcade data file, but the PC version does not have the title of 'The Cheerleaders' where the arcade version does.

I'm still working on the conversion of the image format to 32-bit RGBA.  I thought I had it correct, but when I output one of the images, it's wrong.  I'm trying to find a good reference image that is the same in the arcade as it is in PC game.   
48
Nice!

Alright for the sprites what I've been doing is searching for the file name inside the bin (using HxD), doing this you can find the sprite sheet information. The names of the file can appear up to twice it seems.

For example: TMSEL00.WMS sprite sheet details  is at 57156B8

Here are the details I've worked out so far:
https://i.ibb.co/GHtSJWY/spritesheet.png

49
Yes, one of the values is mipmap level.  It's the 7th uin32.  The values are 0 (no mipmapping), 2, 4, 8. 

8 is what you will see in all of the LOD (level of details) images used for the uniforms (like CHIHLOD.WMS) or the banner page (BANPAGE.WMS).

The Ads only use 2 levels (ADS_D.WMS).

Looking at all the actual images, this makes sense.

I also found another file format: 0x0b == RGBA1555.  Basically colors are 5 bit channels, and alpha is 1 bit.

50
Your cruising through this! Yeah it only extracts as one file, the raw hard drive dump.
I was planning on using the console app to find all these files. I don't think there is a standard file table :\ At least one I'm capable of figuring out. 

I'm thinking one of the unknown values could be related to mipmaps for the textures?




I'm pretty unorganized atm, but I'll try and get some information on the sprite sheets posted today also. You seem to have a better grasp on it, so hopefully its something easy.
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