Accessing Textures in Crazy Taxi?

trueno
shadow
Posts: 9

Accessing Textures in Crazy Taxi?

Post by trueno »

Hey guys,

I'm thinking of making of a Crazy Taxi mod where you can kind of take your time and drive around as you like. So far I've figured out how to change the audio tracks, but I'm having trouble finding the textures. When I dump the gdi with Gdi2data, all I get are AFS and BIN files. I've tried using PVR Extractor to find the textures within the various BIN files, with no luck. I understand that many games don't even use PVR as their texture format.

Does anyone have any tips for locating/editing textures hidden inside a bin file? Or better yet, does someone already know where to find the texture files in the Crazy Taxi gdi? To be specific, I'm using the 10-30-99 prototype of Crazy Taxi found here https://www.sega-dreamcast-info-games-p ... -dreamcast because it has certain differences that I find useful. But any tips for manipulating textures in any version of Crazy Taxi 1 or 2 would be appreciated.

Thanks in advance

(Oh, and to be specific I'm trying to run my mod on original hardware/GDEmu, not Flycast or anything like that)

TapamN
drunken sailor
Posts: 161

Re: Accessing Textures in Crazy Taxi?

Post by TapamN »

I've looked into Crazy Taxi's textures a while ago. They're stored in TEXDC*.BIN, but that file doesn't contain the information on texture location or size, it's just raw, headerless texture data. I tried using Ghidra for a bit to figure out how the texture metadata is stored, but didn't make much progress. What I wanted to do was increase the texture resolution by compressing more of the textures and use higher levels of compression to get closer to arcade detail, which has 4x higher resolution textures.

I wrote a program that allows you to look through raw texture data and view it, and I've used it to view CT's textures, but it doesn't have the ability to change them. You could still use it to find the textures you want to change, convert the replacements over to the right format, then manually overwrite the texture using a hex editor. I posted the source here, to help with the Sakura Taisen 3 translation. I wrote it using Linux, and chose wxWidgets to help make it more portable, but it apparently has trouble compiling on Windows, so you'd have to debug that a bit if you're using Windows.
Attachments
ct tex.png

trueno
shadow
Posts: 9

Re: Accessing Textures in Crazy Taxi?

Post by trueno »

Awesome, thank you. I'll try that and update with my progress. I'm using WSL so hopefully it shouldn't be too hard to compile

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