
AV/SEGA TPL Format
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StarkNebula
- ultra-n00b
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AV/SEGA TPL Format
After some fiddling around with HxD, references from YAGCD, and GXGMA source files I've made a chart of what is what inside Amusement Vision TPL files (F-Zero GX/AX, Super Monkey Ball 1 & 2, presumably Virtua Striker, etc.) The only thing left to solve is exactly how the 0x06-0x07 offsets work; why on 0x07 00-0F appear interchangeable with no significant variance in file format, style, etc. Also, while I haven't described the storage format of the image files, that is information you can look up on YAGCD under 15.35 (TPL Texture Header) as well as tpl.cpp from GXGMA source code (src.)



