I tried figuring out this format for the Ace Attorney crossover game.
The image data is simply stored as a stream of 8x8 tiles.
There's a table that is supposed to tell how to arrange them. It has a special way of being read that I could not figure it out. They are like tables and flags and all kinds of other nonsense.
You could manually arrange the,, but that would be time consuming.
I'll try to take another shot at it later, but I doubt I can figure this out.
Edit:
Turns out the table data is compressed.
That was probably why it was so confusing.
But now the problem is I don't fully understand how the compression works (It has no header...).
Most of them can be decompressed with the normal Nintendo lzss routine, but others seem to not make any sense with their flags.
For anyone else wanting to take a look, the compressed table starts at 0x48 in pretty much all XI files.
Some times the first couple of bytes are ignored. I don't really get it yet.
The image data is simply stored as a stream of 8x8 tiles.
There's a table that is supposed to tell how to arrange them. It has a special way of being read that I could not figure it out. They are like tables and flags and all kinds of other nonsense.
You could manually arrange the,, but that would be time consuming.
I'll try to take another shot at it later, but I doubt I can figure this out.
Edit:
Turns out the table data is compressed.
That was probably why it was so confusing.
But now the problem is I don't fully understand how the compression works (It has no header...).
Most of them can be decompressed with the normal Nintendo lzss routine, but others seem to not make any sense with their flags.
For anyone else wanting to take a look, the compressed table starts at 0x48 in pretty much all XI files.
Some times the first couple of bytes are ignored. I don't really get it yet.