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  1. #1
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    Exclamation [TUTORIAL] Extract .dat Texture Packs (Glide64 Texture Packs)

    ********************DISCLAIMER************************
    Please respect the rights of all texture pack designers by not uploading the extracted files in any way or form.
    By extracting the textures you are agreeing that you intend to use them for personal use only and have no intention of sharing the textures, or any changes you make to the textures with anyone.
    Please show the texture pack creators the respect they deserve for providing you with their hard work.
    ********************DISCLAIMER************************


    This process will be used at the users risk and is not supported by Emulation64, it's staff members, administrators, moderators, or texture artists.

    TUTORIAL WITHIN THE SPOILER
      Spoiler:

    [TUTORIAL] Extract .dat Texture Packs (Glide64 Texture Packs)

    This tutorial is for people who want to use .dat texture packs:
    - but have an old/slow computer which performs better and is more stable using the Rice Video plugin rather than the Glide64 plugin.
    - on an android device using Mupen64Plus AE.

    This tutorial will explain how to:
    - setup Cygwin with the required packages
    - compile glide64-cache-extract (by Sven Eckelmann)
    - use glide64-cache-extract to extract .bmp textures from *_HIRESTEXTURES.dat and _MEMORYCACHE.dat
    - convert .bmp textures to .png

    For a detailed tutorial of how to install Cygwin and compile programs please see:
    How to Compile Linux Programs Under Windows with Cygwin (by Gary Sims at maketecheasier)

    NOTE: This link has been provided as additional information on how to install Cygwin.
    NOTE: A list of packages required for this tutorial is included below.

    This tutorial is written specifically for Windows users hence the use of Cygwin.
    For the purposes of this tutorial Cygwin should be installed to C:\cygwin\
    Cygwin is available from https://www.cygwin.com/

    THROUGHOUT THIS TUTORIAL ANY REFERENCE TO [USER] RELATES TO YOUR WINDOWS USERNAME.


    NOW ON WITH THE TUTORIAL...


    *WINDOWS*
    Install Cygwin with the following packages (including all of their dependencies):
    gcc-core
    git
    ImageMagick
    make
    pkg-config


    *CYGWIN*
    Run Cygwin

    Clone glide64-cache-extract from GitHub using the following command:
    git clone https://github.com/ecsv/glide64-cache-extract.git

    This will create:
    /home/[USER]/glide64-cache-extract

    Change directory to glide64-cache-extract by using the following command:
    cd glide64-cache-extract

    Compile the glide64-cache-extract by using the following command:
    make

    This will create:
    glide64_cache_extract.exe

    Copy glide64_cache_extract.exe to /bin by using the following command:
    cp glide64_cache_extract.exe /bin/glide64_cache_extract.exe

    Change glide64_cache_extract.exe permissions to make it executable by using the following command:
    chmod +x /bin/glide64_cache_extract.exe

    Change directory back to /home/[USER] by using the following command:
    cd ..



    Create a new directory called textures by using the following command:
    mkdir textures

    Change directory to textures by using the following command:
    cd textures


    *WINDOWS*
    Place *_HIRESTEXTURES.dat and *_MEMORYCACHE.dat in C:\cygwin\home\[USER]\textures

    EXAMPLE .DAT FILES:
    SUPER MARIO 64_HIRESTEXTURES.dat
    SUPER MARIO 64_MEMORYCACHE.dat


    *CYGWIN*
    Follow the steps below:

    Extract SUPER MARIO 64_HIRESTEXTURES.dat by using the following command:
    zcat "SUPER MARIO 64_HIRESTEXTURES.dat" | glide64_cache_extract -b -p "SUPER MARIO 64" | tar x

    Extract SUPER MARIO 64_MEMORYCACHE.dat by using the following command:
    zcat "SUPER MARIO 64_MEMORYCACHE.dat" | glide64_cache_extract -b -p "SUPER MARIO 64" | tar x

    This will extract the .bmp texture files.

    Convert the extracted .bmp texture files to .png by using the following command:
    for i in *.bmp; do convert -strip -define png:format=png32 -define png:compression-level=9 "${i}" "${i%.bmp}.png"; done

    Remove the .bmp files by using the following command:
    rm *.bmp

    Create a new directory called SUPER MARIO 64 by using the following command:
    mkdir "SUPER MARIO 64"

    Move the .png files to SUPER MARIO 64 directory by using the following command:
    mv *.png "SUPER MARIO 64"


    *ENJOY*
    The process is now complete and you can now place the SUPER MARIO 64 directory in to the appropriate emulator directory.

    Examples:
    Mupen64Plus/M64Py - C:\Users\[USER]\AppData\Roaming\Mupen64Plus\hires_textu re\
    Project64 1.6 - C:\Program Files\Project64 1.6\Plugin\hires_texture\
    Project64 2.0 - C:\Program Files\Project64 2.0\Plugin\GFX\hires_texture\


    *THIS GUIDE CAN BE APPLIED TO ANY .DAT TEXTURE PACKS, YOU ONLY NEED TO MODIFY THE COMMANDS PROVIDED*


    Finally... special thanks to:
    Moshroum
    death--droid - for restoring the deleted thread
    Last edited by LANdroid; October 8th, 2014 at 01:10.

  2. #2
    Texture Pack Invader NES_player4LIFE's Avatar
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    Quote Originally Posted by LANdroid View Post

    ********************DISCLAIMER************************
    Please respect the rights of all texture pack designers by not uploading the extracted files in any way or form.
    By extracting the textures you are agreeing that you intend to use them for personal use only and have no intention of sharing the textures, or any changes you make to the textures with anyone.
    Please show the texture pack creators the respect they deserve for providing you with their hard work.
    ********************DISCLAIMER************************


    This process will be used at the users risk and is not supported by Emulation64, it's staff members, administrators, moderators, or texture artists.
    Failure to comply will result in an all inclusive pass to the reading room.
    Readers have been warned.
    Last edited by NES_player4LIFE; October 7th, 2014 at 00:25.
    -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 or .HTC archives? Look no further then this shiny Tutorial, Android users may use this Tutorial.

      Spoiler:

  3. #3
    Moderator death--droid's Avatar
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    Thanks for writing this guide mate! Be helpful to a fair few people.

  4. #4
    EmuTalk Member ExtremeDude2's Avatar
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    I am doubtful to ever use this, but excellent work nonetheless
    "The question isn't can it be done, but are you willing to do it." - Me

    Check out my vids!
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  5. #5
    Fanatic 64
    Guest
    Quote Originally Posted by NES_player4LIFE View Post
    Failure to comply will result in an all inclusive pass to the reading room.
    I just had an idea. What if you extracted a pack (not any specific pack, just any pack), renamed some files, recreated the cache, and then made a PPF patch out of the difference? Would that work, or would the resulting patch be a full copy of the of the cache? Gotta try that when I have some time, if only to satisfy my technical curiosity
    Last edited by Fanatic 64; December 7th, 2014 at 02:20.

  6. #6
    EmuTalk Member
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    Quote Originally Posted by Fanatic 64 View Post
    And I just had an idea. What if you extracted a pack (not any specific pack, just any pack), renamed some files, recreated the cache, and then made a PPF patch out of the difference? Would that work, or would the resulting patch be a full copy of the of the cache? Gotta try that when I have some time, if only to satisfy my technical curiosity
    Yes this is entirely possible. I have already made a patch using bsdiff/bspatch.
    However... as the .dat file is a slightly compressed gzip file the patch file must be created from the file inside of the original .dat file and the file inside of new .dat file and recompressed with gzip.

    I may demonstrate this soon...

  7. #7
    Texture Pack Invader NES_player4LIFE's Avatar
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    Quote Originally Posted by Fanatic 64 View Post
    And I just had an idea. What if you extracted a pack (not any specific pack, just any pack), renamed some files, recreated the cache, and then made a PPF patch out of the difference? Would that work, or would the resulting patch be a full copy of the of the cache? Gotta try that when I have some time, if only to satisfy my technical curiosity
    I'm trying to judge fairly on the extraction of .DATs, please don't push the issue.
    I would say as long as the author has no objection.
    -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 or .HTC archives? Look no further then this shiny Tutorial, Android users may use this Tutorial.

      Spoiler:

  8. #8
    Fanatic 64
    Guest
    Of course I never proposed publishing any such patches for existing packs, especially not Dijipi's.

    It was strictly a technical curiosity, not a plan for anything.

  9. #9
    EmuTalk Member
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    Same seems to work with GLideN64 .htc texture packs

      Spoiler:
    You have to use a different tool because the Cache format changed between Glide64 and GLideN64: https://github.com/ecsv/gliden64-cache-extract

  10. #10
    EmuTalk Member
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    Once you extract dat or htc textures, can they be used in folder formats? i.e. celda 2009 came in folder format. Reason Im asking is because N64oid is probably the best n64 android emu and it uses forder format for hires textures

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