(06-30-2024, 05:19 PM)Bighead Wrote: I'm gonna be honest... I think I've hit a brick wall on these archives. I have no idea how to parse them, or how the engine parses them. The one I was working on only seems to have contiguous data that is expected up to a certain point. They fluctuate between the two formats at random, and around texture 38-40 they start to become corrupted because the length is not as expected with either ARGB4444 or ARGB8. And as much math as I do, and no matter how long I stare at the pixel bytes, it doesn't make sense to me. Even if I hard-code the offsets (of what I think is correct) everything beyond this point is corrupted. And this is only a fraction of the bytes deep with no discernible patterns. I'm afraid without some kind of pointer table I'm a bit lost on how to tackle these.
It's ok, Bighead! You already achieved wonders here, and helped me A LOT!
I have a friend who is investigating this format too. He's actually the one who ported the official Android translation from this game, to the Switch. But he could only work with the text because back then he didn't have anything that could handle phyre textures. He's the guy I told you about the nxarc packer/unpacker. He wrote the tool himself and thanks to it, I could inject the translated texture back into the game. Maybe I can ask him to come over here so he can help us brainstorm this
Anyways, I'll keep searching for information on this format and whatever new info I can gather, I'll bring here. Again, thank you for all the help and interest on this matter, Bighead!