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Question about the wildcard symbol for custom textures
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Question about the wildcard symbol for custom textures
05-18-2019, 07:54 PM (This post was last modified: 05-20-2019, 06:57 AM by Kayael.)
#1
Kayael Offline
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Might be a stupid question, but I'm wondering.

I have this game (Resident Evil 3) that keeps dumping duplicates. The texname is different each time while the tlutname is the same. Right now, the wildcard symbol feature works for the tlutname. Is there any reasons it wouldn't work with the texname instead ?
https://www.reshdp.com/re2/
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05-19-2019, 05:46 PM (This post was last modified: 05-19-2019, 05:57 PM by Bighead.)
#2
Bighead Offline
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The texture hash is calculated from the actual texture found on the game disc; the arrangement of pixels and format determines the hash, so there will never be a duplicate unless the textures are identical (in both pixels and format). The tlut hash is calculated from where Dolphin finds it in the lookup table. Paletted textures can contain multiple textures within a single texture file on disc, and it is these textures that the tlut is included. Many textures, especially those from the same paletted texture, can end up with the same tlut hash, but they will never end up with the same texture hash.

For example, here's a couple of textures that all share the same tlut.

tex1_16x40_0a20e270e3deaebd_ff27218506d334d8_8
tex1_16x40_6c195fda7a018785_ff27218506d334d8_8
tex1_16x40_80a38d424ce271a2_ff27218506d334d8_8
tex1_16x40_205b27b30a8ae0fb_ff27218506d334d8_8
tex1_16x40_d94b9697ce6ae77c_ff27218506d334d8_8

[Image: KvFhQcK.png]

Allowing a wildcard for the texture hash in the example above would create conflicts and load the wrong texture 80% of the time. So in short, allowing a wildcard for the texture hash would create more problems than it would fix. And since the texture hash will never have a conflict, it is fine if the tlut hash is not included.

In your example, the same texture keeps popping up in different places in the lookup table. I don't know if there could ever be a fix to that, aside from dumping every possibility. Sad
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05-20-2019, 06:36 AM (This post was last modified: 05-20-2019, 06:58 AM by Kayael.)
#3
Kayael Offline
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I mixed up the basename and tlutname with texname and formatname but you understood what I meant haha.

Yeah I see the problem. Resident Evil being a straight port from PS1 era, almost every texture is paletted. The catch is, for a lot of instances, they look like this :

[Image: Test.jpg]

The texname changes because there's this small bit that changes on the texture, but this part of the texture isn't used in-game, it uses only the 128x256 left part. For these specific games, I guess it could work then. Thanks for the clarification !
https://www.reshdp.com/re2/
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