CMDL (Donkey Kong Country Returns) and TXTR (Metroid Prime): Difference between pages
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' | '''TXTR''' is, as the name suggests, the Retro Studios texture format. The format remains completely unchanged from Metroid Prime all the way up to Donkey Kong Country Returns. | ||
__TOC__ | __TOC__ | ||
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== Format == | == Format == | ||
TXTR files contain a very short 12-byte header, followed by the image data. | |||
=== Header === | === Header === | ||
Line 15: | Line 11: | ||
{| class="wikitable" | {| class="wikitable" | ||
! Offset | ! Offset | ||
! | ! Size | ||
! | ! Description | ||
|- | |- | ||
| 0x0 | | 0x0 | ||
| | | 4 | ||
| '''Image format'''. Possible values range from 0x0 to 0xA; see below for more details. | |||
| ''' | |||
|- | |- | ||
| | | 0x4 | ||
| | | 2 | ||
| '''Width''' | |||
| ''' | |||
|- | |- | ||
| | | 0x6 | ||
| | | 2 | ||
| '''Height''' | |||
| ''' | |||
|- | |- | ||
| 0x8 | | 0x8 | ||
| | | 4 | ||
| '''Mipmap count''' | |||
| ''' | |||
|- | |- | ||
| colspan= | | 0xC | ||
| colspan=2 | End of header | |||
|} | |} | ||
=== | === Palettes === | ||
The | The C4 and C8 image formats contain a palette table after the header, before the image data begins. | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Offset | ||
! | ! Size | ||
! Description | ! Description | ||
|- | |- | ||
| | | 0x0 | ||
| | | 4 | ||
| | | '''Palette format'''. Possible values range from 0 to 2. | ||
|- | |- | ||
| | | 0x4 | ||
| | | 2 | ||
| | | Always 0x1 in C4, 0x100 in C8 | ||
|- | |- | ||
| 0x6 | |||
| 2 | | 2 | ||
| | | Always 0x10 in C4, 0x1 in C8 | ||
|- | |- | ||
| 0x8 | | 0x8 | ||
| | | Varies | ||
|- | | '''Palette colors'''. 16-bit color values; 16 colors in C4, 256 in C8. | ||
|- | |- | ||
| | | colspan=3 | End of palette table; image data begins immediately after | ||
| | |||
|} | |} | ||
== | == 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. | |||
{| class="wikitable" | {| class="wikitable" | ||
! | ! ID | ||
! Name | ! Name | ||
! | ! Bits per pixel | ||
! Block size | |||
! Description | |||
|- | |- | ||
| 0x0 | | 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 == | ||
* [http://wiki.tockdom.com/wiki/Image_Formats Custom Mario Kart Wiiki]: More detailed information on each format, and how to decode them. | |||
[[Category:File Formats]] | [[Category:File Formats]] | ||
[[Category:Metroid Prime]] | |||
[[Category:Metroid Prime 2: Echoes]] | |||
[[Category:Metroid Prime 3: Corruption]] | |||
[[Category:Donkey Kong Country Returns]] | [[Category:Donkey Kong Country Returns]] |