Closed ManDude closed 4 years ago
Are you guys sure that the BGR555 option gives the right colors for the 8- and 4-bit textures? I reversed-engineered a CLUT-line for the '?' Box in chunk Cr10T, and can not find the right 'CLUT' line in the chunk.
Are you guys sure that the BGR555 option gives the right colors for the 8- and 4-bit textures?
I'm not really sure of that, no. The only reason I "know" the colors are "right" is because they do appear correct for the 16-bit universal logo from crash 2's title screen 3C.NSF.
Ok, it is right, I found the line for the '?' Box with the help of PVV and it matched the lines in the BGR555 option, but it was in an unexpected order. Now I will try to rethink how the CLUT-id's are ordered, because my own line was in a chronological order (of the data, 0 to 15) which did not work.
They're not ordered in any specific way, so you'll just have to try out everything.
According to this page http://problemkaputt.de/psx-spx.htm#gpurenderingattributes the CLUT attribute for the GPU textured poly commands has the low 6 bits as the X coordinate, and the next 9 bits as the Y coordinate (plus one bit unused). The key is the X coordinate is in 16-texel (32-byte) units, so cluts are always 16-texel aligned.
Not sure if that's what you're talking about, though. Just trying to help.
I was trying to find out how the 16-bit pixels inside a CLUT line were ordered. Sorry if I was ambigious on that (I found out now, so no problem). I do have some comments on textures however, these attribute settings sound familiar with what I found in the textureinfo of the models in CB2.
But I figured that one doesn't actually need the GPU if all we want is the colors, as all required references are inside the same texture chunk (the one exception is when a 8-bit texture is specified in section '4' (each chunk has 4 sections, 4 is the rightmost one) with relative UV-offsets that are bigger than 128, in which case the selectionregion shifts to the next chunk in VRAM), but for now I'm going to assume that such a specification never occurs in the texinfo.
The GPU will become important when we need all the different colormodes.
Thanks for the help though.
Kind of like PVV does: