TXTR (Metroid Prime): Difference between revisions
>Aruki (Created page with "'''TXTR''' is, as the name suggests, the Retro Studios texture format. It's identical from Metroid Prime all the way up to Donkey Kong Country Returns. __TOC__ == Structure...") |
>Aruki m (Parax0 moved page TXTR to TXTR (File Format) without leaving a redirect: Maybe this looks better? :P) |
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Revision as of 01:18, 23 January 2015
TXTR is, as the name suggests, the Retro Studios texture format. It's identical from Metroid Prime all the way up to Donkey Kong Country Returns.
Structure
TXTR files contain a very short 12-byte header, followed by the image data.
Header
Offset | Size | Description |
---|---|---|
0x0 | 4 | Image format. Possible values range from 0x0 to 0xA; see below for more details. |
0x4 | 2 | Width |
0x6 | 2 | Height |
0x8 | 4 | Mipmap count |
Image Formats
There are 11 different image formats; these are built directly into GX, so they remain the same across all GameCube and Wii games. Rather than storing pixels in a linear left-to-right order, GX textures encode pixels in large blocks. The size of the block varies depending on the image format.
For example, suppose you have a format that stores 4x4 blocks. Pixels 1-4 of the image will make up the first row of the first block; pixels 5-8 will make up the second row; 9-12 will make up the third row; 13-16 will make up the fourth row, completing the block; and the 17-20 will begin the first row of the second block, appearing directly to the right of the first row of the first block.
ID | Name | Bits per pixel | Block size | Description |
---|---|---|---|---|
0x0 | I4 | 4 | 8x8 | 4-bit greyscale intensity values. Two pixels per byte. |
0x1 | I8 | 8 | 8x4 | 8-bit greyscale intensity values. |
0x2 | IA4 | 8 | 8x4 | 4-bit greyscale intensity values with an additional 4-bit alpha channel. |
0x3 | IA8 | 16 | 4x4 | 8-bit greyscale intensity values with an additional 8-bit alpha channel. |
0x4 | C4 | 4 | 8x8 | 4-bit palette indices. |
0x5 | C8 | 8 | 8x4 | 8-bit palette indices. |
0x6 | C14x2 | 16 | 4x4 | Another palette format. Not used by any official textures. |
0x7 | RGB565 | 16 | 4x4 | 16-bit colors without alpha. |
0x8 | RGB5A3 | 16 | 4x4 | 16-bit colors with alpha. |
0x9 | RGBA8 | 32 | 4x4 | Uncompressed 32-bit colors with alpha. |
0xA | CMPR | 4 | 8x8 | DXT1-compressed textures. |
External links
- Custom Mario Kart Wiiki: More detailed information on each format, and how to decode them.