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Textures coding and hashes for better dumping
06-02-2020, 10:07 AM
Post: #2
RE: Textures coding and hashes for better dumping
Different hashing method than the default quick is stronger and required by some of it's settings, BUT will not change anything(aside from calculated hash) on it's own.

After choosing xxh32 or xxh64(much faster on modern cpu's, but also slowest on outdated ones) - which you should choose on the start and after switching to a different one remove your previously dumped textures as their hashes will all be wrong and unusable confusing you later on, you can use additional options like:
ignoreAddress=true // this dumps 00000000 in place of address effectively reducing many duplicates in most games,
ignoreMipmap=true // this doesn't actually needs stronger hash AFAIK, but only avoids dumping mipmaps(they are normally named with _# suffix and in the past could be disabled by UI option or texture scaling)
reduceHash=true // this calculate hash only on the half of the texture it's VERY dangerous and not recommended, but some rare games have small textures with lots of random data around which also causes duplicates and this can help there as long as the first half of the texture would always be unique, there was some gundam tactics game where this could be useful, it does break a texture with font that's generated piece by piece there, but this can be solved by dumping a full font file and replacing all non full ones by it, overally this option should never be used unless you actually know you can savely use it or work around issues it might cause

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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RE: Textures coding and hashes for better dumping - LunaMoo - 06-02-2020 10:07 AM

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