Hello,
Long time ago I reverse engineered a spiderman game for the PC that used textures in the PSXPVR format which later I came to find out are textures that are twiddled+VQ compressed.
Although I have the twiddle table and the decompression logic: https://github.com/krystalgamer/spidey- ... #L162-L170 , I can't understand what's going on. It picks a value from the twiddle table based on the current x,y and then performs some bitwise magic to find the address the contains the index of the colors to paint.
What's going on with the bitwise operations??
Understanding VQ and UnTwiddle algorithms
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