3.8 KiB
Images
Images in the rom are in N64 image formats.
On extraction, they are converted to png and written to extracted/VERSION/
.
On build, they are converted back to N64 formats and written as C arrays to .inc.c
files in build/VERSION/
.
The build system will also pick up images in assets/
, allowing modders to add or even replace images.
PNG files have suffixes indicating how they are to be converted. For example, a gDekuStickTex.i8.u64.png
file will be converted to i8
. The .u64
suffix indicates to write the resulting .inc.c
as an array of u64
elements.
The valid formats are rgba32
, rgba16
, i4
, i8
, ia4
, ia8
, ia16
, ci4
and ci8
.
The valid array element types are u64
and u32
. u32
is only used for unaligned textures.
The tool implementing png->n64 conversion is build_from_png, using n64texconv as its backbone.
Replacing images
The contents of extracted/
are meant to hold the baserom assets and should not be modified. Instead, replacing an image can be done by creating a png file at the same relative path under assets/
as the image to replace.
For example, replacing gLinkHairTex
(extracted/VERSION/assets/objects/gameplay_keep/gLinkHairTex.rgba16.u64.png
) with the texture for gHylianMan1BeardedEyeOpenTex
(extracted/VERSION/assets/objects/object_ahg/gHylianMan1BeardedEyeOpenTex.ci8.tlut_gHylianMan1TLUT_u32.u32.png
):
# for VERSION=gc-eu-mq-dbg
mkdir -p assets/objects/gameplay_keep/
cp \
extracted/gc-eu-mq-dbg/assets/objects/object_ahg/gHylianMan1BeardedEyeOpenTex.ci8.tlut_gHylianMan1TLUT_u32.u32.png \
assets/objects/gameplay_keep/gLinkHairTex.rgba16.u64.png
# Cause make to rebuild gameplay_keep, where gLinkHairTex is
touch extracted/gc-eu-mq-dbg/assets/objects/gameplay_keep/gameplay_keep.c
make VERSION=gc-eu-mq-dbg
CI images
CI (Color Indexed) images also have a palette or TLUT (Texture Look-Up Table).
PNG images to be converted to CI formats may have a .tlut_gNameTLUT_u64
suffix indicating the name and element type of the TLUT gNameTLUT.tlut.rgba16.u64.inc.c
file to write the palette to.
If this suffix is omitted, the TLUT will be written to a gNameTex.tlut.rgba16.u64.inc.c
file named after the CI image.
For example without the .tlut_
suffix, gGanonHairFringeTex.ci8.u64.png
:
- extracted to
extracted/VERSION/assets/objects/object_ganon2/gGanonHairFringeTex.ci8.u64.png
- texture written to
build/VERSION/assets/objects/object_ganon2/gGanonHairFringeTex.ci8.u64.inc.c
- palette written to
build/VERSION/assets/objects/object_ganon2/gGanonHairFringeTex.tlut.rgba16.u64.inc.c
For example with the .tlut_
suffix, gCowNoseTex.ci8.tlut_gCowTLUT_u64.u64.png
:
- extracted to
extracted/gc-eu-mq-dbg/assets/objects/object_cow/gCowNoseTex.ci8.tlut_gCowTLUT_u64.u64.png
- texture written to
build/gc-eu-mq-dbg/assets/objects/object_cow/gCowNoseTex.ci8.tlut_gCowTLUT_u64.u64.inc.c
- palette written to
build/gc-eu-mq-dbg/assets/objects/object_cow/gCowTLUT.tlut.rgba16.u64.bin
CI images with a .tlut_
suffix have a shared palette: there are several CI images using the same palette.
The build system (build_from_png
) will find images sharing the same palette by looking at the .tlut_
suffixes of png files in the same folder and in the corresponding assets/
folder.
In the matching case of shared palettes, all png files have the same palette, which is written out. Otherwise the images are automatically co-quantized and the resulting images and palette are written out.
Note the N64 supports CI images with IA16 palettes instead of RGBA16 palettes, but OoT doesn't have such textures. For simplicity, CI images with IA16 palettes are not supported in the build system, and all CI images are assumed to use RGBA16 palettes.