I'd honestly love to learn how to read actual PS1 file formats for a few games. It's such an involved process though - developers kept rolling their own tools and headers, so almost everything has to be approached on a game-by-game basis. There's no "one size fits all" solution for converting PS1 images/models.
There's also the whole issue of like... even if I *could* figure out how a file format is structured, I'd still have to learn how to program a tool (outside of Unity/Gamemaker) that could actually convert PS1 files into PC-readable formats.
Still tempted though. Maybe just pick away at it on the side.
I was looking at an image file that I had tried loading into IrfanView years ago, and realized that I could just use "open as > raw" on one of the images that did work, get the correct width and height out of it, and see where those numbers showed up in the header.
And then I realized that a block of numbers was actually a palette-indexed image with 16 colors. And that all of the texture images are like that. So now I just have to figure out how color palettes are ordered.
I'm starting with a tiny game called Impact Racing, an obscure budget combat-racer by Funcom Dublin, 1996. You destroy a certain number of cars while finishing laps before time runs out, so you can get more weapon upgrades before you reach the final stage.
At this point, I think I have everything to rip textures from this game. Width & height, color palette size & entries, and the image data itself - including where it ends.
There's still some bytes in the header that I don't understand, but for textures, I think I can ignore them
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