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MarkGrass
December 12th, 2005, 16:56
It's DOS, so you'll have to use the command prompt, but it works 100% This is one of the programs I used to hack a bunch of RE textures, and since i've got numerous questions about it, here's one of my little secrets. Enjoy.

EDIT: URL Fixed.

http://rapidshare.de/files/9043565/tplx.rar

BlueFalcon7
December 13th, 2005, 03:44
what the @#$! its not loading, cant you just attach the file? this rapidshare is not working

Trotterwatch
December 13th, 2005, 03:47
Works here :)

BlueFalcon7
December 18th, 2005, 01:06
got it working

fatalexception
December 31st, 2005, 18:18
very nice!
whose docs did you use to write it? yagcd? is its source available?

however, i noticed the alpha channel is often ignored in your tga file output.
format 6 looks correct.
formats 8, 9, & 14 appears to lack an alpha channel.
maybe this is due to using a color palette rather than true color. i guess ill find out when i get around to writing my own tpl viewer.

is this monks tplx? http://gcube.exemu.net/source.htm

Ninjaro
December 31st, 2005, 22:43
realy nice :party: it worked so good sorry for my bad english :santa:

BlueFalcon7
January 1st, 2006, 06:41
does this only work for only resident evil? theres TPL files in half the isos i have, someone give a compat list

MarkGrass
January 5th, 2006, 22:26
@fatalexception - I didn't write this program, I found it on some German Gamecube emulation site a long time ago. If you are thinking of writing a .TPL viewer, please, by all means let me know!
Yes, after checking that link, it is Monk's TPLX. *the hell I went through awhile back just to find a .TPL program and it was under my nose the whole time :angry: *

@BlueFalcon7 - I'm almost positive that if you have some Gamecube .ISOs that have .TPL files, they can be extracted with TPLX.
TPL files are nothing more than little textures, and some prerendered backgrounds, atleast that's what i've found so far.

BlueFalcon7
January 6th, 2006, 05:16
i have seen TPL files in F-Zero GX but i think they are models, i was hoping to get some of those models, how come resident Evil and Mario games are getting so much attention and not F-Zero GX and sonic :-(

i have quite a few isos made by totally different companies with TPL files, i have checked F-Zero GX TPL files and i have seen a little bit down long chains of UUUU˙˙˙˙UUUU˙˙˙˙... which in the hex a U is 55 and in binary 01010101, and ˙ is FF in hex and 11111111 in binary. I dont have the Iso for resident evil so could you check it out, if you dont have a hex viewer, notepad should work, the UUUU˙˙˙˙... is hard to miss

MarkGrass
January 11th, 2006, 04:12
how come resident Evil and Mario games are getting so much attention and not F-Zero GX and sonic :-(

Sorry, I specialize in tearing both old and new school Resident Evil/BioHazard games apart on any console which obviously led me to investigate .TPL files. Most if not all of my work can be found on the BioHazard 1.5 Prototype Forum, BioFlames which is located here www.bioflames.com/forum (Mark's Corner is currently getting moved to THIA)

About the .TPL files, I checked about 3 of them in HEX and they all seem to have the same header (i'm sure it varies for different sized files), and had no strings you mentioned. Perhaps other companies included the models and textures in one .TPL file? Are the .TPL files you've found large in size?

EDIT: After checking out different sized .TPL files from BioHazard 4, they all have this same header:

0020 AF30

thakis
January 11th, 2006, 07:49
FYI: The .tpl file format is documented in yagcd:
http://www.gc-linux.org/docs/yagcd.html

R-II
January 13th, 2006, 07:29
Any idea why the S3TC section still says it's screwed? I didn't have any trouble writing my viewer from that.

thakis
January 13th, 2006, 12:17
No - in my eyes the S3TC information is correct (but now that you say it...I remember that some of windwaker's land maps looked kinda screwed in my bti converter - I'll check that).

fatalexception
January 14th, 2006, 04:54
@mark - wrote a gcm file extractor, tree viewer. wrote a bnr image extractor. working on tpl image extractor (formats 6 & 8 seem to be working)... i havent had much free coding time since the holidays ended. but im using yagcd & monks tplx code as references. im not interested in writing fast code -- im interested in writing clearly understandable and well documented code. hell, i may even rewrite it in java if i get too frusterated with the c++ code formatter im using in eclipse.

@thakis - thanks for the warning about wind waker's land maps; i'll be sure to test them when i get around to implementing s3tc.

thakis
January 14th, 2006, 11:05
Hm, the non-working windwaker map images are in format 8, so this is not a problem with s3tc (most format 8 images work, though. strange.)

jth
January 14th, 2006, 23:15
Fatalexception, an excellent function you could perhaps consider if you haven't already would be for your tpl extractor to be able to extract all the tpl files from within a non tpl file, as none of the other convertors for the format I know of do this. Though the name extractor implies that it already does something like this, good luck =]

fatalexception
January 15th, 2006, 07:01
are you saying that there are files that contain tpl files such that a coder could search a file for the magic word, read the header, test for valid offsets, then extract the textures? if so please provide an example.

or do you want a utility that extracts textures from an arbitrary file given the filename, texture offset, palette offset, texture format, and palette format?

finally, im seeking tpl test scenarios for I8, IA4, RGB565, CI14X2, & CMP.
i need to know the game name, serial, filename, texture format, & palette format.

R-II
January 15th, 2006, 09:15
Paper Mario TTYD has I8, IA4, not sure about RGB565, no CI14X2, and a crapload of CMP. I don't remember which files had what, but almost everything in the a directory, filenames ending with "-" are TPL files full of CMP, and most of the "t" files in the m/* directories have various I/IA samples mixed in with CMP.

I'm looking for an instance of CI14X2 myself, and CI4 and CI8

thakis
January 15th, 2006, 13:55
Zelda and Mario have som CI4 and CI8 files - however, in .bti format. The format is more or less the same, only other header data. Anyone interested in file names?

Edit: What is CMP format?

fatalexception
January 15th, 2006, 19:29
cheers!

/*
* SUCESSFULL TPL TESTS:
* Resident Evil 4 Disc 1 (G4BE), etc\pl010a.tpl, texture 0x08, texture format 0 (I4)
* Resident Evil 4 Disc 1 (G4BE), ss\Item\cap09.tpl, texture 0x01, texture format 3 (IA8)
* Dragons Lair 3D (GDGP), banner.tpl, texture 0x00, texture format 5 (RGB5A3)
* Bust a Move 3000 (G3SE), title\TitleE.tpl, texture 0x12, texture format 6 (RGBA8)
* Bust a Move 3000 (G3SE), Attract.tpl, texture 0x06, texture format 8 (CI4), palette format 2 (RGB5A3)
* Bust a Move 3000 (G3SE), Attract.tpl, texture 0x36, texture format 9 (CI8), palette format 2 (RGB5A3)
* Resident Evil 4 Disc 1 (G4BE), ss\Item\cap09.tpl, texture 0x02, texture format e (CMP)
*/

/*
* SUCESSFULL BTI TESTS:
* Luigis Mansion (GLME), Effect\hakko.bti, texture format 1 (I8)
* Luigis Mansion (GLME), Ending\house_00.bti, texture format 4 (RGB565)
* The Legend Of Zelda The Wind Waker (GZLP), res\placename\PN0\pn_01_0.bti, texture format 2 (IA4)
* Mario Kart Double Dash (GM4E), CourseName\English\BabyLuigi_name.bti, texture format 5 (RGB5A3)
*/

jth
January 15th, 2006, 23:34
I think the first option is the one I meant. Examples in RE4 disc 1 are em\em10.drs or any of the other .drs files there and ss\Eng\chap01.dat and all the other .dat files there.

R-II
January 15th, 2006, 23:44
Zelda and Mario have som CI4 and CI8 files - however, in .bti format. The format is more or less the same, only other header data. Anyone interested in file names?

Edit: What is CMP format?
S3TC

celebimc
January 30th, 2006, 21:37
Sorry to bump an old topic but, has anyone worked on a .bin expander for .bin files, like the ones found in the Animal Crossing disc?

Mad Jackal
February 20th, 2006, 20:51
Hi everybody,

This is my first post and I have a little problem with the TPL files found in Resident Evil 4 PS2 version (I have the original game, not an ISO one). Sorry if it is not the best place for my request - because my post deals with Gamecube TPL files.

The TPL files are saved in an AFS archive and seem to be the same files (like the others one) used in the Gamecube version of the game. I used GCM view and TPLX, no one is able to read the files T_T... I guess that CAPCOM has changed the TPL's code.

So, does anyone know any method in order to extract these files (which certainly contain the new screens of Separate Ways:drool:) ?

Thank you in advance.

fatalexception
February 27th, 2006, 01:13
i cant answer your question...

however, i did extract Resident Evil 4's "cc\Cmn\itm00.tpl" from the gamecube and compared it to the ps2s.
the ps2 file is 128 bytes larger than the gamecube.
the ps2 tpl header does not comply to yagcd -- the magic word, textures, and header size show unexpected values.
the ps2 data does not appear to match the gc data.

i suspect the tpl header is different and the image may have been encoded in another format.

tools used: my personal gamecube utils based on yagcd & tplx. afsexplorer3.7. debug.

try posting your question to a ps2 forum.

jth
February 27th, 2006, 03:32
How have those tools of your's come along? Worthy of release yet?

fatalexception
February 27th, 2006, 07:07
nah... i wouldnt want to piss in the pool of gcm knowledge.

at present i'm writing 2 utils: a gcm texture util and a gcm disc util.
there are still some things i want to do before making the c++ source public...

// For GCMTex
// TODO Implement texture format a (CI14X2)
// TODO Implement Yaz0 decompression.
// TODO OOPify tpl, bti, bnr file formats.
// TODO convert all images in file.
// TODO convert all images in all files.
// TODO more documentation
// TODO code cleanup

// FOR GCMDisc
// TODO extract directory and subdirectories.
// TODO sacrifice a smurf

lately, i havent had much time to work on these... hell, i may even throw out the c++ implementation and start fresh in java or c# -- i choose c++ as an excerise in testing the eclipse cdt. my honest opinion is that c++ is a horrible language when compared to java or c#. i long for linear inheritance, polymorphic iterators, better exception handling, a standardized hashtable class, a standardized regex class, blah blah blah... let the flames begin!

...

other people have written similar utils such as monk's tplx from his gcube project and sadistech's gcmtool suite.

...

come to think of it, it would be handy to have a thread for links to various gcm utils... surely, someone has started one of these somewhere...

MarkGrass
March 24th, 2006, 20:29
Any progress updates, fatalexception? I'm really looking forward to your texture utility.

fatalexception
April 6th, 2006, 06:37
i havent touched the code in over a month until recently. i refactored and cleaned up a bunch of stuff up. its now driven by getopt which rocks socks. mebbe this will give you an idea of its status...

// TODO test extracting list of files --save-as = "filename_N.tga"
// TODO test Yaz0 decompression.
// TODO Implement texture format a (CI14X2)
// TODO add verbose option for extraction.
// TODO convert all images in file. (-x option for all, --extract=NUMBER for specific)
// TODO convert all images in all files.
// TODO code cleanup on TextureFiles (Format, BNR, BTI, TPL)
// TODO consider making this utility a generic game cube file extractor/converter for audio

// WANTED:
// texture format a (CI14X2) compressed bnr, bti, or tpl file.
// Yaz0 compressed bnr, bti, or tpl file.
// can a map contain pointers to constructors as values -- if so how?

/*
* DESCRIPTION:
* Given a Nintendo GameCube file (BNR, BTI, or TPL), show header info, list contents, and/or extract & convert contents.
*/

/*
* SUCCESSFUL BNR TESTS:
* Dance Dance Revolution with MARIO for JP (GWZJ), opening.bnr
*/

/*
* SUCESSFULL BTI TESTS:
* Luigis Mansion (GLME), Effect\hakko.bti, texture format 1 (I8)
* Luigis Mansion (GLME), Ending\house_00.bti, texture format 4 (RGB565)
* The Legend Of Zelda The Wind Waker (GZLP), res\placename\PN0\pn_01_0.bti, texture format 2 (IA4)
* Mario Kart Double Dash (GM4E), CourseName\English\BabyLuigi_name.bti, texture format 5 (RGB5A3)
*/

/*
* SUCESSFULL TPL TESTS:
* Resident Evil 4 Disc 1 (G4BE), etc\pl010a.tpl, texture 0x08, texture format 0 (I4)
* Resident Evil 4 Disc 1 (G4BE), ss\Item\cap09.tpl, texture 0x01, texture format 3 (IA8)
* Dragons Lair 3D (GDGP), banner.tpl, texture 0x00, texture format 5 (RGB5A3)
* Bust a Move 3000 (G3SE), title\TitleE.tpl, texture 0x12, texture format 6 (RGBA8)
* Bust a Move 3000 (G3SE), Attract.tpl, texture 0x06, texture format 8 (CI4), palette format 2 (RGB5A3)
* Bust a Move 3000 (G3SE), Attract.tpl, texture 0x36, texture format 9 (CI8), palette format 2 (RGB5A3)
* Resident Evil 4 Disc 1 (G4BE), ss\Cmn\f01.tpl, texture 0x04, texture format e (CMP)
*/

MarkGrass
August 12th, 2006, 17:38
*BUMP*

Does anyone at all where I can obtain a TPL encoder? Specifically, I need to convert a few BMPs to TPL texture formats e(CMP), and 0 (I4). If not, any new TPL programs at all would be very much appreciated.

fatalexception, still no release for your (what appears to be) rather excellent Gamecube texture utility? Being able to extract all images from uncompressed archives would be great...

jux82
November 10th, 2007, 10:34
when i try to run tplx.exe, it closes straight away.
what did i do wrong?
i am using vista.

classic leon
May 28th, 2008, 02:24
TPLx file has been removed by RapidShare. Can anyone upload it please? Thanks

-------
Edit:
I found it.

Haker5
May 25th, 2009, 16:01
http://rapidshare.de/files/9043565/tplx.rar
Please reupload link crashed

Spinal83
June 7th, 2009, 14:01
Reupload please, if anyone still has it...

-edit-
never mind, found it here: http://www.emulator-zone.com/doc.php/gamecube/gcube.html

Haker5
June 28th, 2009, 21:39
http://rapidshare.de/files/9043565/tplx.rar
Please reupload link crashed

Spinal83
June 29th, 2009, 17:43
Dude, it's right there, one post above you. It's included with gcube.