While we were looking at editing graphics for the SRPG stages, I took it upon myself to search for the graphics that introduce enemy units and place names where the battlefields are set. They weren't in any of the files in the SLG directory, so I created more texture dumps and found that these fullscreen graphics were dumped as a series of 64 x 64 textures. Examining a RAM dump of this moment revealed that these textures can be found under the header ADCG
. Ultimately, I sought advice on getting TapamN's Dreamcast Texture Studio working on my system and looked at CG_ALL1.DAT, which is composed of 788 PRS-compressed ADCG
chunks. Very late in the file, I found the nameplates in sequence, starting at the ADCG
region at 0x7a77808
The ADCG header and offset table
describe PVR textures of a single size and format. These subtextures are placed on-screen according to coordinates in the offset table. They typically start at the top-left corner of the region of the screen they will be placed at—usually (0,0) but lower if they are not fullscreen—and assembled vertically, starting from the top-left and moving to the right. The scripts I wrote to edit them will extract the PVR textures and individually convert them to PNG, then weave them into a complete image, and vice versa for the conversion to ADCG
As the process of editing these graphics requires overwriting compressed data in CG_ALL1.DAT in place, this required hardware testing as well.