Common Data Types: Difference between revisions
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= GtRGB = |
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= GtTexture/RwRaster = |
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= Vector3 = |
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'''Textures''' on the PlayStation 2 and PlayStation Portable Burnout games are of type <code>CGtTexture</code> and stored as uncompressed bitmaps, with CLUT4 (16-color) and CLUT8 (256-color) palettes. |
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=== PS2 === |
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{|class="wikitable" |
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|- |
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! Offset |
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! Name |
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! Type |
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! Value |
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! Notes |
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! colspan="5" | CGtTexture |
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| 0x00 || Raster graphic || RwRaster || || |
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! colspan="5" | RwRaster |
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| 0x00 || Parent raster offset || RwRaster* || || |
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|- |
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| 0x04 || Pixels offset || word* || || Pointer to raster's bitmap |
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| 0x08 || Palette offset || word* || || Pointer to raster's color palette |
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| 0x0C || Bitmap width || int32 || || |
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| 0x10 || Bitmap height || int32 || || |
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| 0x14 || Bitmap depth || int32 || || |
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| 0x18 || Stride || int32 || || |
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=== PSP === |
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The version used on Burnout PSP uses a different header and swizzling method. |
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{|class="wikitable" |
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! Offset |
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! Name |
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! Type |
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! Value |
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! Notes |
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| 0x08 || Palette pointer || word* || || |
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| 0x0C || Bitmap width || int32 || || |
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| 0x10 || Bitmap height || int32 || || |
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| 0x38 || Pixels pointer || word* || || |
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| 0x84 || Pixel mode || int32 || || 0x04 = CLUT4, 0x05 = CLUT8 |
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| 0x8C || Texture name || char[20] || || |
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| 0xB0 || Palette count || int8 || || |
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| 0xB1 || Palette index || int8 || || |
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| 0xB2 || Texture level count || int8 || || |
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| 0x104 || Is swizzled? || bool || || |
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= GtV3d = |
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{|class="wikitable" |
{|class="wikitable" |
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