
Been a while, not much interest lately. Heres the deal. I decoded the P6T format and am at 90% or so on the IMD format.
To the left are skins for the ships. There are a little more than 2000 textures. The blue, black, garbage looking textures are 4-bit swizzled and I haven't yet worked that out. I'll try to describe the P6T format as best as I have understood it.
The beginning of the file i

As far as pixel format goes there are three verisons. 32-bit indexed color in RGBA format and 8 or 4-bit swizzled indexed color. The oddball is the swizzled format. Swizzling is an optimization technique for PS2(and other GPU's) that rearranges the pixels in such a way that the GPU can read sequential blocks of pixels. I'm not really clear on the algorithm and admittedly borrowed my 8-bit deswizzle code from another project. I don't yet have 4-bit working, I have a borrowed deswizzle that works but I dont yet have a 4-bit to 8-bit conversion. The other hitch is that the CLUT for indexed color is
The pixels are simple, either 4 or 8 bit indices into the CLUT or 32-bit RGBA direct color.
No comments:
Post a Comment