Dashman

Graphics notes in STATIC2_ADD.BIN

Sep 26th, 2014
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  1. Graphics in STATIC2_ADD.BIN:
  2.  
  3. * 0x40000 - 0xf3fff: font image (tiles of 256x144, 4bpp)
  4.  
  5. * 0xf4000 - 0xf43ff: 8bpp palette
  6. * 0xf4400 - 0x1343ff: looks like the graphics for in-battle messages
  7.  
  8. * At 0x134400 a pointer table seems to start. It finishes at 0x1364ef (it's fucking big, 2108 entries). Entries are little-endian. Doesn't seem to be relevant.
  9.  
  10. * At 0x204040 we find a TX48 file. Basically a texture file. They all seem to be 4bpp with a 128-byte header that includes the 64-byte palette.
  11.  
  12. * TX48 format seems to be (values are little-endian):
  13. - Bytes 0 - 3: "TX48" magic word.
  14. - Bytes 4 - 7: 0 for 4bpp. 1 for 8 bpp
  15. - Bytes 8 - 11: width
  16. - Bytes 12 - 15: height
  17. - Bytes 16 - 19: start of palette
  18. - Bytes 20 - 23: size of palette
  19. - Bytes 24 - 27: start of image data
  20. - Bytes 28 - 31: size of image data
  21. - Bytes 32 - 63: All zeroes.
  22. - Bytes 64 - ? (typically 127): palette colours
  23. * The graphics found in this section are probably map markers... or something like that. They represent some objects related to some of the shows in the game, but not sure of what is what.
  24.  
  25. * More TX48 files, likely used for non-animation battles:
  26. - At 0x26a980: lifebar
  27. - At 0x26b180: numbers
  28. - At 0x26c1c0: "Counter"
  29. - At 0x26d1c0: "Simultaneous attack"
  30. - At 0x26e180: "Support (shien) attack"
  31. - At 0x26f180: "Support (engo) attack"
  32. - At 0x270180: "Battleship support attack"
  33. - At 0x271980: "Combination attack"
  34. ...and so on.
  35. * These graphics seem to be 2048-byte alligned. If the size of the file is a multiple of 2048 (like 4096), it adds an extra 2048 of padding.
  36.  
  37. * At 0x2dd980 we start to find "OMG" files. These are considerably more complicated, and from the looks of these, they're applied to 3D objects. I doubt these will need edition.
  38.  
  39. * At 0x2e0840 is the "UPAK" section. After an empty 64-byte header, it's comprised of 32x128 4bpp images with the sprites of the different units used on the map. Every image is preceded by its 64-byte palette.
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