DAT File/Backdrop Transparency (SOLVED!!!)

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Re: DAT File/Backdrop Transparency (SOLVED!!!)

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Darksaber

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Post by Darksaber » Sun Jul 14, 2019 6:06 pm

Looking forward to this :)
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Bman
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Post by Bman » Sun Jul 14, 2019 8:45 pm

Excellent!
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ual002
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Post by ual002 » Sun Jul 14, 2019 9:42 pm

So you're still trying to unlock 8888 format yes?
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JeremyaFr
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Post by JeremyaFr » Mon Jul 15, 2019 4:29 pm

Yes, I am working on it. I've found how to unlock the 8888 format.

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JaggedFel
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Post by JaggedFel » Sun Jul 21, 2019 6:51 pm

Bman wrote:
Mon Jul 01, 2019 12:56 am
type 7: 8-bit indexed colors and 1-bit alpha, rle compressed
type 23: 8-bit indexed colors and 8-bit alpha, rle compressed
type 24: 8-bit indexed colors and 8-bit alpha
type 25: similar to type 24 (currently isn't functional within the game engine) ????
So I take it this means type 24 and type 25 are stored in the DAT the same way (indexed color pallete, 8-bit alpha), it's just how they're treated in-game, right?

Is there a hard limit as to the image size? Vanilla was 256px, but SuperBackdrops went up to 512. When I originally wrote my DAT dll I used 640x480, but don't remember if I had anything to back that up.
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Post by JeremyaFr » Sun Jul 21, 2019 7:09 pm

Without the 32-bit mode hook, the game treats type 24 and 25 the same way.
With the 32-bit model hook and with XwaDatEditor, the type 25 is 32-bit.
- Format 7:
Format: 8-bit indexed colors and 1-bit alpha, rle compressed.
Use: concourse or in-flight.

- Format 23:
Format: 8-bit indexed colors and 8-bit alpha, rle compressed.
Use: concourse.

- Format 24:
Format: 8-bit indexed colors and 8-bit alpha.
Use: in-flight.

- Format 25:
Format: 32-bit ARGB.
Use: in-flight.
There is no limit for DAT images.

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JaggedFel
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Post by JaggedFel » Sun Jul 21, 2019 11:40 pm

I was referring to how they're encoded in the DAT file itself, so each row/scan line for format 24 (and 25?) is ColorIndex1,Alpha1,ColorIndex2,Alpha2...
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Post by JeremyaFr » Mon Jul 22, 2019 5:14 am

True

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