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Image Formats
Robert Russell edited this page Jul 22, 2019
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- TEX
- TIM
- LZS
- TDW
- Texl.obj
- PNG
- Version 2 TEX files (FF7 uses Version 1)
- Palette colors are 32 bit values.
- Supports 8, 16, 24 bit per pixel.
Name | Size | Description |
---|---|---|
Header | 0xEC bytes for Version 1, or less 0xF0 bytes for Version 2 |
Contains multiple values about the format of the data. |
Palettes | If 8 bits per pixel = PaletteSize * 4, Else 0 | Colors for 8 bit images |
Image Data or Colorkeys | Height * Width * bytesPerPixel | 16/24 bit colors, or 8 bit colorkey for Palette |
- Playstation Texture File
- CLUT supports 16 bit values
- Color Lookup Table - Sony's Term for Palette
- Supports 4, 8, 16, 24 bit per pixel
- Some of these are embedded in the EXE or other files.
Name | Size | Description |
---|---|---|
Header | 0x08 bytes | Contains the BPP and CLUT enabled flags |
CLUT (Palettes) | If CLUT UInt32 Length bytes, Else 0 | Colors for 8 bit and 4 bit images |
Image Data or Colorkeys | UInt32 Length bytes | 16/24 bit colors or 4/8 bit colorkey for CLUT |
- LZS compressed TIM file
- Missing the Header
- Used in overture.
- 16 bit color per pixel.
- Contains 4 bit character widths.
- TIM Texture
- A file containing 20 high-res TIM textures for world map
- Using filename scanning we can swap out a native texture with a PNG.
- Working on finalizing the naming scheme.
- Should be the same aspect ratio if replacing the full image.
- Adding support for slicing the image up. Some images are really large. Upscaling mods would run over the max texture size limit of graphics cards.
On loading the engine converts the texture to a 32 bit color Texture2D to use natively in Monogame.
Vanilla reverse engineering wiki: https://wiki.ffrtt.ru/index.php?title=FF8