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banjo_kazooie:sprites [2025/05/01 12:05] snowboundmage2 [🎨 Format ID Mappings] |
banjo_kazooie:sprites [2025/05/01 12:05] (current) snowboundmage2 removed emojis for easier reading |
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- | ===== 🢩 Overview ===== | + | ===== Overview ===== |
This format is used for static or animated sprite graphics in the ROM. Depending on frame count, it can store a simple image or a complex animation. | This format is used for static or animated sprite graphics in the ROM. Depending on frame count, it can store a simple image or a complex animation. | ||
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- | ===== 🖼 Single Chunk Sprite Layout ===== | + | ===== Single Chunk Sprite Layout ===== |
Used if `frameCount > 256` (`0x0100`). | Used if `frameCount > 256` (`0x0100`). | ||
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- | ===== 🎞 Multi-Frame Sprite Layout ===== | + | ===== Multi-Frame Sprite Layout ===== |
Used if `frameCount ≤ 256` (`0x0100`). | Used if `frameCount ≤ 256` (`0x0100`). | ||
- | ==== 📂 Frame Table ==== | + | ==== Frame Table ==== |
* Offset: `0x10` | * Offset: `0x10` | ||
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* Each entry contains a **relative** 32-bit offset from the start of the frame data block. | * Each entry contains a **relative** 32-bit offset from the start of the frame data block. | ||
- | ==== 🧱 Frame Data Block ==== | + | ==== Frame Data Block ==== |
Starts at: `0x10 + (frameCount × 4)` | Starts at: `0x10 + (frameCount × 4)` | ||
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- | ===== 🧠 Design Rationale ===== | + | ===== Design Rationale ===== |
=== Format ID and Versatility === | === Format ID and Versatility === | ||
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- | ===== ✅ Validation Checklist ===== | + | ===== Validation Checklist ===== |
Use the following to verify whether a file matches this format: | Use the following to verify whether a file matches this format: | ||
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- | ===== 📌 Notes ===== | + | ===== Notes ===== |
* All integers are stored in **big-endian** format. | * All integers are stored in **big-endian** format. |