![]() ![]() } Description Platform ID This is 8 for GTA3 and VC on the PC, 9 for GTA SA on the PC, PS2\0 FourCC on PS2 (any game version), and 5 for GTA3/VC/SA on the XBOX. Unsigned int gpuDataAlignedSize // memory span of the texture mipmap data on the GS (aligned to pages/2048) Unsigned int paletteDataSectionSize // stream size of the palette data (zero if no palette) Unsigned int texelDataSectionSize // stream size of the mipmap data Unsigned long long miptbp2 // PS2 MIPTBP2 GS register Unsigned long long miptbp1 // PS2 MIPTBP1 GS register Unsigned long long tex1 // PS2 TEX1 GS register ![]() Unsigned long long tex0 // PS2 TEX0 GS register CHUNK_STRING for alpha-mask name (aligned to 4 bytes) CHUNK_STRING for name (aligned to 4 bytes) Unsigned int pad : 16 // should be zero'ed out for sanity It is important to align all data to 4 bytes, since the PlayStation 2 implementation may fail to read your data properly otherwise. Do not forget to append '\0' for zero termination! It is not recommended to overshoot 32 bytes though, as there will be cross-platform compatibility issues. While the name and maskName fields are 32 bytes in length each on the Direct3D architecture, here they can be any size. The PlayStation 2 architecture uses header data of dynamic size. ![]() Unsigned char pad : 4 // recommended to be zero'ed out Unsigned char compressed : 1 // if true, raster may not be defined in original RW (compressed?) Unsigned int pad : 16 // should be zeroed out for sanityĭ3DFORMAT d3dFormat // SA, see D3DFORMAT on MSDN ![]()
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