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
 
(16 intermediate revisions by 4 users not shown)
Line 1: Line 1:
'''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.
''See [[TXTR (File Format)]] for the other revisions of this format.''
 
'''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.
 
{{todo|Could possibly use some more information on how the formats work and how to decode them, but then again the Custom Mario Kart Wiiki has this covered pretty nicely already.}}


__TOC__
__TOC__


== Structure ==
== Format ==


TXTR files contain a very short 12-byte header, followed by the image data.
TXTR files contain a very short 12-byte header, followed by the image data.
Line 29: Line 33:
| 4
| 4
| '''Mipmap count'''
| '''Mipmap count'''
|-
| 0xC
| colspan=2 {{unknown|End of header}}
|}
=== Palettes ===
The C4 and C8 image formats contain a palette table after the header, before the image data begins.
{| class="wikitable"
! Offset
! Size
! Description
|-
| 0x0
| 4
| '''Palette format'''. Possible values range from 0 to 2.
|-
| 0x4
| 2
| '''Width'''. always 1 in C4, 256 in C8
|-
| 0x6
| 2
| '''Height'''. always 16 in C4, 1 in C8
|-
| 0x8
| Varies
| '''Palette colors'''. 16-bit color values; 16 colors in C4, 256 in C8.
|-
| colspan=3 {{unknown|End of palette table; image data begins immediately after}}
|}
|}


== Image Formats ==
== 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.
There are 11 different image formats supported by the hardware. Rather than storing pixels in a linear left-to-right order, GameCube textures are swizzled in blocks. Blocks are 32 bytes large (except for RGBA8), with their dimensions varying depending on the BPP of 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.
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 then 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"
Line 108: Line 143:
| 4
| 4
| 8x8
| 8x8
| DXT1-compressed textures.
| Compressed textures (almost the same as DXT1, but with a couple small differences)
|}
|}


== External links ==
== External links ==


* [http://wiki.tockdom.com/wiki/Image_Formats Custom Mario Kart Wiiki]: More detailed information on each format, and how to decode them.
* [http://wiki.tockdom.com/wiki/Image_Formats Custom Mario Kart Wiki]: More detailed information on each format, and how to decode them.
 
 
[[Category:File Formats]]
[[Category:Metroid Prime]]
[[Category:Metroid Prime 2: Echoes]]
[[Category:Metroid Prime 3: Corruption]]
[[Category:Donkey Kong Country Returns]]
Anonymous user