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= Image Interlacing =
Pixel-Data for all texture formats appears to have the same interlacing mechanism.
The data is divided into 16x8 pixel-chunks, but is arranged in a strange sort of way:
Then reading each chunk (in that order), grab rows of 16-pixels (like 8 scanlines, top to bottom of chunk) and plot them like so:
1, 17, 33, 49, 5, 21, 37, 53, 9, 25, 41, 57, 13, 29, 45, 61, 2, 18, 34, 50, 6, 22, 38, 54, 10, 26, 42, 58, 14, 30, 46, 62, 3, 19, 35, 51, 7, 23, 39, 55, 11, 27, 43, 59, 15, 31, 47, 63, 4 20, 36, 52, 8, 24, 40, 56, 12, 28, 44, 60, 16, 32, 48, 64 Interlacing is exactly the same, except that the interlacing in columns (numbered above: 1,17,33,49, 5,21,37,53, ... ) is determined by the width of the image.
So,
(ie, divide image width by 128)
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= Known FF7:CC Image Formats =
<br /> Note that the Pixel-data is interlaced for all of these formats, as described above.
<br />
==IMG Format==
<small>Stub</small>
<br /> [IMG] contain multiple palletted Images, perhaps sprites or HUD images.
== TEX Format ==
Note: the FF7:CC [TEX] format is NOT the same as the FF7 PC [[FF7/TEX_format|TEX]] format.
<br /> [TEX] Files are Texture images used by Models, frequently found embedded within [ATEL] and [!] files which use them.
[GT] Files are Chapter End images, dispersed throughout the [ATEL] Event files in-line with when they are displayed during gameplay.
<br /> The "Format-Byte": - for GT files, this is always "4" = 256 colours and 1-BpP.
Header: 16 bytes 0x00 DWORD: magic "GT" 0x04 format-byte [see notes] 0x08 width (pixels) 0x10 height (pixels) Pallete Data: start offset = 0x10 255 [RGBA] 4-byte chunks Pixel Data: immedietly following Pallete [start offset = 0x410] width * height bytes (index to pallete entry)</pre>