


This is what the raw (decoded) texture looks like

So it looks like are textures are perfectly inverted ....
case 10: // high byte, low nibble
for (yi = y; yi < (y + height); yi++)
{
for (xi = x; xi < (x + width); xi++)
{
texel = src[yi * 2048 + xi] >> 8;
c = (texel & 0xF) * 17;
c = 255 - c; // Breaks ECA, Harley but fixes Daytona 2 decals
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = c;
}
}
break;
case 10: // high byte, low nibble
for (yi = y; yi < (y + height); yi++)
{
for (xi = x; xi < (x + width); xi++)
{
texel = src[yi * 2048 + xi] >> 8;
c = 255 - ((texel & 0xF) * 17);
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = (c == 0 ? 0 : 255);
}
}
break;
Ian wrote:That's not a 4bit texture is it?
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