Difference between revisions of "Blaze Union:ROM map"

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==General==
+
=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==
+
=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 19:52, 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.