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Image Formats

Robert Russell edited this page Jul 22, 2019 · 4 revisions

Image Formats

Native FF8

  • TEX
  • TIM
  • LZS
  • TDW
  • Texl.obj

Mods

  • PNG

Details

TEX

  • 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

TIM

  • 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

  • LZS compressed TIM file
  • Missing the Header
  • Used in overture.
  • 16 bit color per pixel.

TDW

  • Contains 4 bit character widths.
  • TIM Texture

Texl.obj

  • A file containing 20 high-res TIM textures for world map

PNG

  • 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.

Engine

On loading the engine converts the texture to a 32 bit color Texture2D to use natively in Monogame.

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