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 Image types used in Wii channels. 
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Post Image types used in Wii channels.
I'm new to this, and learning about the image types. I understand most of it, but there are a couple of types that I couldn't find information on. Here's what I have at the moment in case it is useful. If anyone can fill in any gaps in my knowledge I would be grateful. Namely the CMP and CI14X2 formats, can anyone explain those?

I4 - 16 grays, 4 bits per pixel
I8 - 256 grays, 8bpp
IA4 - 16 grays + 4bit alpha, 8bpp
IA8 - 256 grays + 8bit alpha, 16bpp

RGB565 - 16bit colour, 16bpp
RGB5A3 - 12bit colour + 3bit alpha OR 15bit colour, 16bpp
RGBA8 - 24bit colour + 8bit alpha, 32bpp

CI4 - index of 16 colours, 4bpp + 96 byte palette
CI4-IA8: gray + alpha
CI4-RGB565: colour
CI4-RGB5A3: colour + alpha

CI8 - index of 256 colours, 8bpp + 96 to 576 byte palette
CI8-IA8: gray + alpha
CI8-RGB565: colour
CI8-RGB5A3: colour + alpha

CMP - like compressed rgb565 with on/off transparency, 4bpp (details below)
CI14X2 - ???


Last edited by Voodoo_Count on March 30th, 2011, 3:24 am, edited 1 time in total.



March 27th, 2011, 10:50 am
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Post Re: Image types used in Wii channels.
CMP is a compressed RGB565

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March 27th, 2011, 11:20 am
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Post Re: Image types used in Wii channels.
Correction:
CMP is sliced into 4x4 chunks.
Each chunk has two RGB565 colors and 16 indexes of 4 different colors in the palette.
The two first colors in the palette are the ones stored in the file.
The other two colors in the palette are calculated out of the two first:
If the value off color #1 is greater than color #2, then the color #3 will be 2/1 of #1 and #2, and color #4 will be 1/2 of #1 and #2.
If the value of #1 is the same as or lower than color #2, then color #3 will be 1/1 of #1 and #1, and color #4 is transparent.

I hope you understand my horrible explenation.
If you want to dive deeper into it, then google S3TC compression.

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March 27th, 2011, 12:23 pm
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Post Re: Image types used in Wii channels.
yeah i think my explanation was easyer as the quality is same as 565 and theres no trans to cmp and is way smaller then 565
so without all the complicated stuff about the format its a compressed 565

lol!!!!!!

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March 27th, 2011, 2:30 pm
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Post Re: Image types used in Wii channels.
Easier explenation: each 4x4 chunk has 2 RGB565 colors with 4 different gradients between them + 1bit alpha.
happy? :P

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March 27th, 2011, 4:09 pm
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Post Re: Image types used in Wii channels.
kk ill go with that lol

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March 27th, 2011, 4:15 pm
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Post Re: Image types used in Wii channels.
CMP

chunks=
xxxx
xxxx
xxxx
xxxx

palette per chunk= 2x rgb565, 32bits
so, each 4x4 chunk has 16 indexes from the palette. 2 bits each
the 2 bits determine how to use and mix the 2x rgb colours
supports on/off transparency but not alpha
4 bits / pixel


Last edited by Voodoo_Count on March 30th, 2011, 10:42 pm, edited 1 time in total.



March 28th, 2011, 7:54 am
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Post Re: Image types used in Wii channels.
That correct. (Not shure about the bit size, as i would go for 2, and a LARGE palette. :))

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March 29th, 2011, 1:20 pm
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Post Re: Image types used in Wii channels.
CMP works out to 4. 2 bpp + (32bits palette per 16 pixel section) = 4bpp. =)

CI14X2 is supposedly 14bit indexed colour. I would guess it works out to 16bpp, maybe the last 2 bits are for alpha? If that is right though, the palette could be huge, over 16000 colours. Not sure what palette types are supported.


March 30th, 2011, 10:39 pm
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Post Re: Image types used in Wii channels.
I have never seen a CI14X2 TPL, so i have no clue.

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March 31st, 2011, 12:12 pm
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