This is the file that holds the texture image. There are 4bit index files as well as 8bit index files. Each is a binary file with the following configuration:
Header area (64byte) |
u32 tex_img_tag u32 tex_img_width u32 tex_img_height u32 tex_pixel_depth (48byte reserved area) |
---|---|
Image area |
u32 pixel_index_array(0) u32 pixel_index_array(1) : : |
For convenience, this ID is used to identify whether the file is a TMF file.
For 4bitCI
TAG_TEX_IMG_4_CI = 0x00120200
For 8bitCI
TAG_TEX_IMG_8_CI = 0x00120300
Describes the number of pixels in a horizontal line of the texture image.
Describes the number of vertical lines in the texture image.
Describes the number of bits used per pixel.
For 4bitCI
TEX_PIXEL_DEPTH_4_CI = 0x00000004
For 8bitCI
TEX_PIXEL_DEPTH_8_CI = 0x00000008
The area describing which color in the palette to use for each pixel.
The pixel data is basically described in order from the bottom-left of the image data.
For a 4bitCI, 8 pixels at a time are stored in pixel_index_array in order from the bottom-left of the image data. u32, like NIFF, stores data using the big endian method.
For an 8bitCI, 4 pixels at a time are stored in pixel_index_array in order from the bottom-left of the image data.
In either case, if the last data does not fill 32bits, the remainder is filled with 0x0.
Copyright (C) 1998 NINTENDO Co.,Ltd. Copyright (C) 1998 NINTENDO OF AMERICA, Inc. Copyright (C) 1998 MONEGI CORPORATION. Copyright (C) 1998 INTELLIGENT SYSTEMS Co.,Ltd. All rights reserved. |