TXTR (Metroid Prime): Difference between revisions
→Image Formats
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'''TXTR''' is, as the name suggests, the Retro Studios texture format. | ''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__ | ||
== | == 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. | ||
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| 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 | 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 | 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" | ||
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| 4 | | 4 | ||
| 8x8 | | 8x8 | ||
| DXT1 | | 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 | * [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]] |