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→PSX MIM Format
=== PSX MIM Format ===
Part of the PSX background data is contained in the [[FF7/Field/MIMfile|MIM file]], it is compressed with [[FF7/LZS format|LZS compression]]. It consists of palettes (256 color ones) and screen blocks. No data for locating the blocks on the screen is in this file. The MIM file is a truncated TIM file and contains the normal clut location height and width information. This information is directly loaded into the PSX video ram to be decoded by the field module. The structure begins with the ====MIM Header==== typedef struct { UINT32 Header_Palette; UINT16 PalX, PalY; UINT16 PalWidth; UINT16 PalHeight; } MIMHeader; which is followed by PalHeight number of ====MIM Palette==== typedef struct { UINT16 Palette[256]; } BGRPal256; After the palettes comes the ====MIM Block Header==== typedef struct { UINT32 WordCount; // # words of data in image UINT16 ImageX, ImageY; // location of blocks on 1024x512 display area UINT16 Width, Height; // Width is the # of Word units (UINT16) the blocks are wide } MIMBaseImage; lastly the actual block data for display follows. The palettes are selected from information in the DAT section 3 data.
=== PSX BSX Format ===