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Posted: Wed Jul 22, 2009 10:14 pm
Until recently I was a guest visitor to this forum because I found the CD-i through YouTube Poop.
Then I read the last message of this thread and I began searching for the Zelda palette.
And guess what, I found it.
(EDIT: Look at the following posts to get it)
Posted: Thu Jul 23, 2009 8:40 am
Where did you found it ?!
Posted: Thu Jul 23, 2009 9:23 am
I found it in a special format buried in the ROM: (EDIT: see following post)
Posted: Thu Jul 23, 2009 9:35 am
Can i have the offset to it ?
Also, i'm pretty sure that the pallette of Link Faces of Evil is the same as you found on WoG.
EDIT: I tested the pallette... There's something wrong on it...
Posted: Thu Jul 23, 2009 10:56 am
I 've compared it with my pallet I was building and it is nearly its clone !
I will test it with the zelda WoG image data, to confirm your nice find
Edit : can be found @ 0x6339D of zdata.rtf for WoG.
Posted: Thu Jul 23, 2009 12:07 pm
thanx, there are also other pallets in that file.
Posted: Thu Jul 23, 2009 4:47 pm
Ok, it seems the cutscenes in FoE and WoG share the same palette because I extracted the same data from both games.
Also, concerning LuigiBlood/KiiroBomber's Morshu video in HD, the colors that are right are exactly the same as the king's so if one applies this palette to the Morshu cutscenes the right colors will come up (the gray and green colors were placeholders right?).
: Figured out the format. The quote below is just for archiving purposes.
I made a mistake with the format, the color number is 1-based and not 0-based.
Additionally there's a part where it jumps from the color BF to C3 to 80 so there might be two palettes in one...
The biggest number in the color number column is 0xBF, that means, color #63.
I figured out the format for the palettes. The earlier posts are wrong.
Each palette consists of a set of entries which are in this format ( once again represents a byte):
[description] [data1] [data2] [data3]
A palette begins with an entry with description 0xC3 and unknown data bytes (EDIT: palette bank), then 64 entries come in this format:
[color number (0 based) + 128] [Red] [Green] [Blue]
The color number ranges from 0x80 to 0xBF meaning there are only 64 colors per palette.
There are several 64-color palettes (3 I think) stored on that region of the file and I decoded them.
Link: http://www.quickfilepost.com/download.d ... 83c2357ad4
: I screwed up the conversion process. Look at my following post.
The following part contains misleading information kept for archiving purposes:
- The first palette is the one that we were looking for.
- The second palette appears to be an alternate palette used for something.
- The third palette is kinda empty, it's only got a few colors at the end.
Posted: Fri Jul 24, 2009 12:01 am
What you are describing looks very much like the in-memory representation of palettes needed by the video hardware.
You can look up the formats in the hardware specs of the VDSC chip on the ICDIA site; basically:
- The hardware has a 256 color palette
- In the usual case, 128 entries are available from each video plane
- The palette is divided into 4 "banks"
- Each bank has 64 entries
So you get a "select color bank" instruction followed by 64 "set color" instructions; the latter indeed use the range 80 - BF.
Posted: Fri Jul 24, 2009 4:16 pm
I made a mistake during the conversion process of the 3 palettes (stripping out the last color of each palette).
I read the document about the CD-i VDSC chip and finally made some sort of "mini-emulator" to decode the palettes.
So here it is, the final version of the animation palette:
Code: Select all
The famous Zelda CD-i (FoE and WoG) palette for animations:
Posted: Thu Sep 17, 2009 11:39 am
Thanks to fincs and opt_fr_ to make the rips possible :
Link : The Faces of Evil goes in HD and in all languages (English, French, German, Dutch) :
http://www.youtube.com/view_play_list?p ... F734DF3875
Posted: Thu Apr 21, 2011 6:15 pm
After Hotel Mario & Zelda, I've partially extracted a cartoon of Philips Sidewalk Studio's Cartoon Jukebox, for fun. If you feel intersted in, good watching!
Wheels on the bus
Row, row, row your boat
Note : Current missing colors were maybe those alterable in the original game
Posted: Sat Mar 24, 2012 8:34 pm
I need some help with decoding images.
Thus far, the tool Opt_fr once made has helped me to get a lot of background images from The Apprentice. (thanks for that btw)
But I need to find a way to decode the sprites themselves. They are coded differently and remain a mystery to me.
Knowing that there are only TWO animated sprites hidden in the overworld map (where you get to see the 5 towers and the well with a waving flag), I tried out different methods but ended up -suspecting- that they are a combination of a CLUT and somehow something with coordinates...
The data file: http://www.shikotei.com/tmp/ImageData.data
Palette file one: http://www.shikotei.com/tmp/ImagePalette.palette
Palette file two: http://www.shikotei.com/tmp/ImagePalette2.palette
I've placed the image data and the two palettes in the map file on my website and ask the people here to take a look at them and maybe find out how to decode these sprites..
corrected the .cim with .com, but you probably noticed that ^^'
I just realized something: The ImageData file might actually NOT contain sprites (maybe the flag), but could be compiled code to show the sprites and animate the flag.
Therefor, I've added a second set of files (links are below) that MUST contain sprites (maybe not animated, but definitely encoded sprites).
The sprites I expect to be present in this file are the alphabet characters and a set of extra characters (these in total: ABCDEFGHIJKLMNOPQRSTUVWXYZ?!-+#$% )
The data file: http://www.shikotei.com/tmp/ImageData_hiScores.data
Palette file one: http://www.shikotei.com/tmp/ImagePalett ... es.palette
Palette file two: http://www.shikotei.com/tmp/ImagePalett ... es.palette
Posted: Fri May 18, 2012 9:01 pm
Re: Decoding cdi image files
Posted: Tue Apr 26, 2016 7:29 pm
Does anyone happen to have opt_fr_'s tool still? The link on his website is down.
Re: Decoding cdi image files
Posted: Wed Apr 27, 2016 10:04 pm
I managed to contact opt_fr_, who very kindly provided me with the tools. I'll post them here on Google Drive so they stay available.
I also included the instructions that opt_fr_ sent me in a readme file (if you want this removed let me know since it was from a PM)
https://drive.google.com/file/d/0Bzi52y ... sp=sharing