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PSX/TIM format

689 bytes added, 13:22, 4 March 2005
m
CLUT (color lookup table)
<br/><center>[[Image:PSX_TIM_file_clut.png]]</center><br/>
The length of the CLUT data is always ''width'' &times; ''height'' &times; 2 bytes, precisely the amount of data needed to fill a rectangular area of ''width'' &times; ''height'' pixels in the frame buffer. Also, in the frame buffer CLUTs need to be stored on even multiples of 16 horizontally, but can be stored freely on any row. Typically they are stored directly under the front/back buffers.Each 16-bit value is interpreted as real color frame buffer pixels, which have the following format:
<br/><center>[[Image:PSX_color_formats_16.png]]</center><br/>
 
The red, green and blue samples behave like any RGB-defined color, but the STP (semi-transparency processing) bit has varying special meanings. Depending on the current semi-transparency mode, it denotes if pixels of this color should be treated as transparent or not. If transparency processing is enabled, pixels of this color will be transparent (not rendered) if the STP bit is set. A special case is black pixels (RGB 0,0,0), which are by default treated as transparent by the PlayStation ''unless'' the STP bit is set.
== Image data ==
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