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  1. #381
    Moderator death--droid's Avatar
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    Hmmmmm a very interesting idea you have there, but I can imagine this becoming a labrynth of different folders. Probably wouldnt be the hardest thing to implement. Mind sending me the files your using as an example so i know exactly what your talking about.
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  2. #382
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    Quote Originally Posted by NES_player4LIFE View Post
    There are at least two currently undefined name that could be used to define a texture, or a group of related textures.
    Those two "currently undefined" names are checksums: The first is the DRAM (texture data) CRC (=Cyclic Redundancy Code) and the second is the palette CRC. So you would group textures with identical checksums.

    Further details about how the cryptic texture names are composed can be found in this post.

    Not sure how this would help you. Do you want to group identical textures?

  3. #383
    Texture pack invader NES_player4LIFE's Avatar
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    Quote Originally Posted by death--droid View Post
    Hmmmmm a very interesting idea you have there, but I can imagine this becoming a labyrinth of different folders. Probably wouldn't be the hardest thing to implement. Mind sending me the files your using as an example so i know exactly what your talking about.
    At least a labyrinth has boundaries. The current method dumps everything into a bucket and we have to fish for what we are looking for.
    Files and more information also added to the post.
    As it happens 822B3E9D refers to a few more files then originally stated however these files are associated within the game as action textures, such as roll overs and kart crashes.

    Quote Originally Posted by microdev View Post
    Those two "currently undefined" names are checksums: The first is the DRAM (texture data) CRC (=Cyclic Redundancy Code) and the second is the palette CRC. So you would group textures with identical checksums.

    Further details about how the cryptic texture names are composed can be found in this post.

    Not sure how this would help you. Do you want to group identical textures?
    I had forgotten about that thread.
    Thanks for explaining the code again.
    I hope to group associated textures within a folder named for the common denominator.
    Last edited by NES_player4LIFE; December 14th, 2014 at 02:50.
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  4. #384
    EmuTalk Member Guru64's Avatar
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    What's 'spirit mapping'?

  5. #385
    Texture pack invader NES_player4LIFE's Avatar
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    Quote Originally Posted by Guru64 View Post
    What's 'spirit mapping'?
    It refers to collecting the 2D slices of a 3D object and arranging them into a orderly output.
    Imagine, if you will, slicing an apple into 50 slices so that you can unfold it into thin chips. These are the files in question.
    Now imagine that you wanted to paint a fruit basket but you just cut the last apple.
    Now have a pile of apple slices without any order that you're trying to arrange.
    You decided to go for a walk and take your mind off of your problem, however your girlfriend makes a fruit salad by throwing a sliced pear into the mix.

    You wish that you had a way of identifying the apple slices from the pear slices because you need to fold these seemingly identical objects back into their original form.
    What you need to map them so that you are able to place them correctly. You know what the fruit looks like but arranging it is impossible.
    I'm suggesting a knife that will cut the fruit and mark each slice with an identifying number. Thus giving you a scientific way to recreate a 3D apple from 2D chips.
    -NES
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  6. #386
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    It's actually a bigger 2D object, the tiling is done to get around the N64's 4KB texture cache.

    "Spirit Mapping" would refer to grouping all the tiles that make up the larger 2D image.

  7. #387
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    Quote Originally Posted by NES_player4LIFE View Post
    At least a labyrinth has boundaries. The current method dumps everything into a bucket and we have to fish for what we are looking for.
    Files and more information also added to the post.
    As it happens 822B3E9D refers to a few more files then originally stated however these files are associated within the game as action textures, such as roll overs and kart crashes.
    Ok, I see. So the filtering would mean group by identical
    • DRAM CRC = identical textures (with a different palette - most probably duplicates can be omitted as palette is changed by the game(?))
    • Palette CRC = different textures however with identical palette (chances are high that those textures belong to an animation frame of the same cart)
    • DRAM & Palette CRC = such a texture should only exist once thus does not make sense

    So grouping by identical palette CRC seems to make the most sense.

    Now the issue of aligning the right textures would have to be addressed. A possible approach might be to check the texture location coordinates when dumping:
    A cart seems to always consist of two textures with identical size (64x32) and the same palette. Thus both must have the same x-coordinate and the second has to be located 32pix underneath the first (given there is no overlapping).

    This circumstance might allow the plugin to automatically identify corresponding textures and either group them in a sub-folder or add to both the DRAM CRC of the upper one as a prefix (probably better).

  8. #388
    Texture pack invader NES_player4LIFE's Avatar
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    The plugin should process both options:



    • DRAM CRC
    • Palette CRC

    DRAM CRC for most of the textures.
    Palette CRC for other less common textures.

    The plugin should be able detect these patterns and adjust the output to place textures into folders according to their respected address.
    Last edited by NES_player4LIFE; Today at 00:57.
    -NES
    We are in the process of archiving all qualifying texture packs!
    Contact me via PM to have your N64 texture pack hosted on Emulation64.com!
    Having a hard time loading Large packs? Be sure to patch your emulator.
    Can't load .DAT files? Look no further then this shiny Tutorial.
      Spoiler:

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