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673 bytes added ,  02:10, 5 September 2014
LUTS section
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Every texture format has its texture data divided into 8x8 tiles. See [[SMDH#Icon_graphics|SMDH]] for more information.
 
Every texture format has its texture data divided into 8x8 tiles. See [[SMDH#Icon_graphics|SMDH]] for more information.
 
ETC1 is a compressed texture format which compresses blocks of 4x4 pixels into u64s. These u64 are traditionally stored in big endian; however, nintendo's implementation stores them in little endian. ETC1 textures are stored in 8x8 tiles; decompressed 4x4 therefore have to be organized accordingly. See [https://gist.github.com/smealum/8897237] for implementation example.
 
ETC1 is a compressed texture format which compresses blocks of 4x4 pixels into u64s. These u64 are traditionally stored in big endian; however, nintendo's implementation stores them in little endian. ETC1 textures are stored in 8x8 tiles; decompressed 4x4 therefore have to be organized accordingly. See [https://gist.github.com/smealum/8897237] for implementation example.
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== LUTS ==
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Appears to contain color lookup tables possibly for use with shaders.
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LUTS Header:
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{| class="wikitable"
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|-
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! Offset
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! Length
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! Description
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|-
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| 0x0
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| 0x4
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| Magic "LUTS"
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|-
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| 0x4
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| 0x2
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| Seems to adhere to powers of 2 (width/height/flags?)
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|-
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| 0x6
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| 0x2
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| Seems to adhere to powers of 2 (width/height/flags?)
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|-
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| 0x8
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| 0x4
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| ?
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|-
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| 0xC
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| 0x8
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| all zeroes ?
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|-
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| 0x14
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| 0x4
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| ?
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|-
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| 0x18
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| 0x4
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| Offset to DICT (self-relative) ?
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|}
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All observed instances have an otherwise unreferenced DICT section immediately afterward (the last LUTS value being a 0x4, which may describe the relative position of that DICT), which appears to describe material specularity.
    
== Skeleton data ==
 
== Skeleton data ==
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