OBD:TSGA: Difference between revisions

17 bytes added ,  24 November 2022
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In the PS2 implementation, glyphs are also rectangular grayscale bitmaps, but the storage is much more compact, with only 2 bits per pixel (i.e., 4 pixels per byte), and the scanline is stored continuously for the whole font, without padding/aligning the beginning of a glyph to whole bytes or 4-byte blocks. The scanline is stored in the .raw part of the TSFT file (as opposed to the PC and Mac implementation, which uses a variable array in the .dat). Within a byte, the pixel order is low-to-high (see the TSFT page for an example).
In the PS2 implementation, glyphs are also rectangular grayscale bitmaps, but the storage is much more compact, with only 2 bits per pixel (i.e., 4 pixels per byte), and the scanline is stored continuously for the whole font, without padding/aligning the beginning of a glyph to whole bytes or 4-byte blocks. The scanline is stored in the .raw part of the TSFT file (as opposed to the PC and Mac implementation, which uses a variable array in the .dat). Within a byte, the pixel order is low-to-high (see the TSFT page for an example).


It is not 100% clear why the template checksum is different for PS2, even though the TSGA structure is essentially the same; the field at 0x0C seems to be an (unsigned) int32 in both cases. The runtime field at 0x10 is also an unsigned int32, rather than a bunch of flags.
It is not 100% clear why the template checksum is different for PS2, even though the TSGA structure is essentially the same; the field at 0x0C seems to be an (unsigned) int32 in both cases. The runtime field at 0x10 is also an unsigned int32 ("cell pointer"), rather than a bunch of flags.