The current URL is datacrystal.tcrf.net.
Blaze Union/ROM map: Difference between revisions
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=General= | |||
This game uses CRIWARE. | This game uses CRIWARE. | ||
The archive file is Data.cpk. The full path is PSP_GAME\USRDIR\Data\Data.cpk. Data.cpk is packed in MODE=ID and there are 3339 files within the archive. Hereafter, sub-files will be referred to by 4-digit numbers (ex: 0003). Data.cpk is the only archive file within the ROM. | The archive file is Data.cpk. The full path is PSP_GAME\USRDIR\Data\Data.cpk. Data.cpk is packed in MODE=ID and there are 3339 files within the archive. Hereafter, sub-files will be referred to by 4-digit numbers (ex: 0003). Data.cpk is the only archive file within the ROM. | ||
=PTX Image File Format= | |||
IDSTRING = "PTX@" (hex: 50 54 58 40) | IDSTRING = "PTX@" (hex: 50 54 58 40) | ||
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Colors are in ABGR format, I think. | Colors are in ABGR format, I think. | ||
==File / Data IDs | ==Pixel Format== | ||
4 bits per pixel images use a 32x8 tile size. The pixels are stored in little-endian format meaning the first pixel (i.e., further to the left in the image) is stored in the least significant part of each byte. | |||
8 bits per pixel images use a 16x8 tile size | |||
=File / Data IDs= | |||
0003 offset 0x45C50 is the font image. | 0003 offset 0x45C50 is the font image. | ||
0004 offset 0x480D0 is the title screen image. | 0004 offset 0x480D0 is the title screen image. |
Revision as of 23:52, 25 October 2016
General
This game uses CRIWARE.
The archive file is Data.cpk. The full path is PSP_GAME\USRDIR\Data\Data.cpk. Data.cpk is packed in MODE=ID and there are 3339 files within the archive. Hereafter, sub-files will be referred to by 4-digit numbers (ex: 0003). Data.cpk is the only archive file within the ROM.
PTX Image File Format
IDSTRING = "PTX@" (hex: 50 54 58 40)
0x4: BYTE. 2 ** BYTE = WIDTH of the texture needed to contain the image
0x5: BYTE. 2 ** BYTE = HEIGHT of the texture needed to contain the image
0x6: HALFWORD. Image width aligned to 0x10. I think this is how long the pixel rows are.
0x8: HALFWORD. Image width.
0xA: HALFWORD. Image height.
0xC: BYTE. 0x4 if 4 bits per pixel. 0x5 if 8 bits per pixel. Other values unknown. Not sure.
0xD...0xE: Unknown. Always hex: 01 03. Not sure.
0xF: BYTE. Number of colors divided by 8. Not sure.
0x10: WORD. Number of colors.
0x14...0x18: Unknown
0x18: WORD. Offset (absolute) to start of color table
0x1C: WORD. Offset (absolute) to start of bitmap
0x20: Color table.
Colors are in ABGR format, I think.
Pixel Format
4 bits per pixel images use a 32x8 tile size. The pixels are stored in little-endian format meaning the first pixel (i.e., further to the left in the image) is stored in the least significant part of each byte.
8 bits per pixel images use a 16x8 tile size
File / Data IDs
0003 offset 0x45C50 is the font image.
0004 offset 0x480D0 is the title screen image.