OBD:TXMP: Difference between revisions

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{{OBD_File_Header | type=TXMP | prev=TXMB | next=TxtC | name=Texture Map | family=Generic | align=center}}
{{OBD_File_Header | type=TXMP | prev=TXMB | next=TxtC | name=Texture Map | family=General | align=center}}


TXMP is the only known instance type that is interpreted differently by the three kinds of Oni engines on the three plaftorms (Windows, Mac and PS2).
TXMP is the only known instance type that is interpreted differently by the three kinds of Oni engines on the three plaftorms (Windows, Mac and PS2).
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{{OBD_Table_Header}}
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
|- ALIGN=CENTER VALIGN=TOP
{{OBDtr| 0x90 | int32    |C8FFC8| 56 00       | 86        | index of the 256-color palette used by this texture (starts at 0x15800 in level3_palette.pal) }}
{{OBDtr| 0x90 | int32    |C8FFC8| 56 00 00 00 | 86        | index of the 256-color palette used by this texture (starts at 0x15800 in level3_palette.pal) }}
{{OBDtr| 0x94 | int32    |C8FFFF| 10 00 00 00 | 16        | palette pixel format #16 (32-bit RGB, with inactive alpha); the other recurrent format is #17 (32-bit RGBA) }}
{{OBDtr| 0x94 | int32    |C8FFFF| 10 00 00 00 | 16        | palette pixel format #16 (32-bit RGB, with inactive alpha); the other recurrent format is #17 (32-bit RGBA) }}
{{OBDtr| 0x98 | link    |FFC8FF| 00 00 00 00 | unused    | link to a [[OBD:TXAN|TXAN]] file; used if this texture is animated }}
{{OBDtr| 0x98 | link    |FFC8FF| 00 00 00 00 | unused    | link to a [[OBD:TXAN|TXAN]] file; used if this texture is animated }}
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Unlike for PC or Mac game data (where pixel data is stored exclusively in .raw or exclusively in .sep for all TXMPs), PS2 TXMPs use .raw and .sep storage alternatively, depending on the TXMP. The engine apparently uses the .sep pointer only if there is no .raw pointer (or vice-versa).
Unlike for PC or Mac game data (where pixel data is stored exclusively in .raw or exclusively in .sep for all TXMPs), PS2 TXMPs use .raw and .sep storage alternatively, depending on the TXMP. The engine apparently uses the .sep pointer only if there is no .raw pointer (or vice-versa).


Examples of textures using .sep storage are: all [[:Category:Fly-in_portraits|fly-in portraits]]; all [[:Category:Splashscreens|splashscreen]] components; some illustrations in Konoko's "data comlink" (namely, [[:File:TXMPLevel02move.png|combat move illustrations]] and [[:File:TXMPhypo.png|item illustrations]] (objectives and weapon illustrations use .raw storage).
Examples of textures using .sep storage are: all [[:Category:Fly-in_portraits|fly-in portraits]]; all [[:Category:Splashscreens|splashscreen]] components; some illustrations in Konoko's [[Data Comlink]] (namely, [[:File:TXMPLevel02move.png|combat move illustrations]] and [[:File:TXMPhypo.png|item illustrations]]; objectives and weapon illustrations use .raw storage).


Environment/character/particle TXMPs seem to be using .raw storage consistently (not checked beyond level1_Final). As a notable anomaly, .sep storage is used for the following three textures (console screens) in level0_Final: _CON_SAVEGAME (main TXMP only; the animation frames use .raw storage), _CON_SAVEGAME_USED, _CON_USED.
Environment/character/particle TXMPs seem to be using .raw storage consistently (not checked beyond level1_Final). As a notable anomaly, .sep storage is used for the following three textures (console screens) in level0_Final: _CON_SAVEGAME (main TXMP only; the animation frames use .raw storage), _CON_SAVEGAME_USED, _CON_USED.
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<references/>
<references/>


{{OBD_File_Footer | type=TXMP | prev=TXMB | next=TxtC | name=Texture Map | family=Generic}}
{{OBD_File_Footer | type=TXMP | prev=TXMB | next=TxtC | name=Texture Map | family=General}}


{{OBD}}
{{OBD}}
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