
Dear devs,
I have a question about some textures produced from the dump system.
I'm currently working on HD textures for Wario Land - Shake dimension in wii.
I noticed something strange though.
The game uses Luminace textures GX_TF_I4 for texture masks.
As I read in Nintendo's patent GC/Wii patent these textures are basically (Y)UV. The Y is in parentheses because the only information the texture has is Luma (Y).
So normally the output should be greyscale with no Alpha.
But the textures come out like this:
instead of this: ![[Image: tex1_260x320_d5fb0675a6221792_0_correct.png]](http://ctcaer.com/wii/dkcr/compare/tex1_260x320_d5fb0675a6221792_0_correct.png)
This is problematic, because when you edit some masks (or even save as new without editing), the output from photoshop breaks many effects.
Photoshop optimizes the PNGs and creates these hidden blocks. But the RGB info is still there.
So, for some reason Dolphin's PNG decoder takes into consideration this optimization, even though the new png is identical if you remove both transparencies and compare.
For example unedited mask:
save as without edit (Photoshop):
.
Anyway I bought a plugin for photoshop that removes the alpha values and keep the RGB values.
But before I start to remove alpha from all *_0.png textures, it would be good to know if what I'm saying is correct.
Btw, this patent have complete info about textures formats and conversions between them.
Also because of the patent date, I don't know if it includes GC/Wii or only WiiU. Patent site updated.
I have a question about some textures produced from the dump system.
I'm currently working on HD textures for Wario Land - Shake dimension in wii.
I noticed something strange though.
The game uses Luminace textures GX_TF_I4 for texture masks.
As I read in Nintendo's patent GC/Wii patent these textures are basically (Y)UV. The Y is in parentheses because the only information the texture has is Luma (Y).
So normally the output should be greyscale with no Alpha.
But the textures come out like this:
![[Image: tex1_260x320_d5fb0675a6221792_0.png]](http://ctcaer.com/wii/dkcr/compare/tex1_260x320_d5fb0675a6221792_0.png)
![[Image: tex1_260x320_d5fb0675a6221792_0_correct.png]](http://ctcaer.com/wii/dkcr/compare/tex1_260x320_d5fb0675a6221792_0_correct.png)
This is problematic, because when you edit some masks (or even save as new without editing), the output from photoshop breaks many effects.
Photoshop optimizes the PNGs and creates these hidden blocks. But the RGB info is still there.
So, for some reason Dolphin's PNG decoder takes into consideration this optimization, even though the new png is identical if you remove both transparencies and compare.
For example unedited mask:
![[Image: wario1.png]](http://ctcaer.com/wii/dkcr/compare/wario1.png)
![[Image: wario2.png]](http://ctcaer.com/wii/dkcr/compare/wario2.png)
Anyway I bought a plugin for photoshop that removes the alpha values and keep the RGB values.
But before I start to remove alpha from all *_0.png textures, it would be good to know if what I'm saying is correct.
Btw, this patent have complete info about textures formats and conversions between them.
Also because of the patent date, I don't know if it includes GC/Wii or only WiiU. Patent site updated.
Win 10, Dolphin 5.0-1905.
i7-5820K, 16GB DDR4, AMD R9 280x DC2T.
i7-5820K, 16GB DDR4, AMD R9 280x DC2T.