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207 bytes added ,  16:35, 19 June 2017
→‎Icon graphics: Notes that Nintendo stores pixel data in word-order
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* ETC1A4
 
* ETC1A4
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This does not necessarily mean the other encodings will be used, it is just that those are the options when compiling. Like we've seen with Super Mario 3D Land Nintendo has changed save file encryption, and likewise they can encode icons and banners differently ''should they choose to''. Currently we've seen just RGB565 so don't be fooled if an icon doesn't show up right! It is probably one of these formats above. Although we will probably not see other formats used for a while it's nice to know they have an opportunity to change.
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This does not necessarily mean the other encodings will be used, it is just that those are the options when compiling. Like we've seen with Super Mario 3D Land Nintendo has changed save file encryption, and likewise they can encode icons and banners differently ''should they choose to''. Currently we've seen just RGB565 so don't be fooled if an icon doesn't show up right! It is probably one of these formats above. Although we will probably not see other formats used for a while it's nice to know they have an opportunity to change. Also note that it seems Nintendo stores each pixel in [https://en.wikipedia.org/wiki/RGBA_color_space word-order], so the actual order of order of each color channel in memory will depend on the endianness.  
    
The data is encoded in tiles (starting from size 8x8, continuing recursively).
 
The data is encoded in tiles (starting from size 8x8, continuing recursively).
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