Png Support - Gemini-Loboto3/RE2-Mod-SDK GitHub Wiki

Mod-sdk provides native png support for a number of images that would be otherwise a mess to edit. As a matter of fact, this takes away most format limitations caused by the underlying PlayStation format used for conversion, enabling 32-bit true colors and full gradients, also an effective alpha channel. On top of this, modders don't need to deal with that pesky ADT compression or tools that tend to inflate file data rather than compress it.

Room backgrounds and masks

320x240 (background) and 256x256 (masks) images used for enviroments. These effectively override whatever is stored inside common\bin\ROOMCUT.BIN, allowing a modder to never have to deal with it. Whatever is not overriden can be used as-is from the original backgrounds. They are stored as follows:
common\bg\ROOM_xyy_zz.png (320x240 background)
common\bg\ROOM_xyy_zz_mask.png (256x256 mask)

  • x (hexadecimal, counting from 0) is the STAGE
  • yy (hexadecimal, counting from 00) is the ROOM
  • zz (decimal counting from 00) is the CAMERA.

Item large icons

112x72 images used when inspecting an item, they override the contents of common\bin\itemdata.bin in the same fashion as ROOMCUT.BIN. They are stored as follows:
common\bin\item_xxx.png

  • xxx (decimal, counting from 000) is the item id.

ADT images

The following files can be used to override graphics contained in some ADT files:

  • common\data\clear1.png: 320x240 image displayed at the result screen for Hunk's scenario.
  • common\data\clear2.png: 320x240 image displayed at the result screen for Tofu's scenario.
  • common\data\color2.png: 320x240 background of the monitor tuning screen.
  • common\data\end10.png: 320x240 image displayed at the result screen for Leon's scenario.
  • common\data\end11.png: 320x240 image displayed at the result screen for Claire's scenario.
  • common\data\extitle.png: 320x240 image displayed at the title screen for Extreme Battle.
  • common\data\font0.png & common\data\font.bin0: projects of these can be found in the gfx folder here on git for practicity's sake. More info about them in what's this.txt.
  • common\data\gw2.png: 320x240 disclaimer image.
  • common\data\result.png: 320x240 image displayed at the result screen for Extreme Battle.
  • common\data\room.png: 320x240 background of the option screen.
  • common\data\select_b.png: 320x240 image displayed at the character selection for Extreme Battle.
  • common\data\sp_e.png: 320x240 image displayed at the result screen with zombie Brad.
  • common\data\title_bg.png: 320x240 image displayed at the title screen.
  • common\data\title_o.png: 320x240 image displayed at the title screen for The 4th Survivor.
  • common\data\title_o2.png: 320x240 image displayed at the title screen for The To-fu Survivor.
  • common\data\type00.png: 320x240 image displayed at the typewriter screen.

FILE images

Images used for FILE documents throughout the game. They are stored as follows:
common\file\filexxU\yy.png

  • xx (hexadecimal, counting from 00) is the file number
  • yy (decimal counting from 00) is the page number. First three pages are respectively a blank image (128x128, background fill), the background image of a document (128x128), and the file title (256x256). These are not included in the file page count. For each following page (all in 256x256, though only 256x180 pixels are displayed) add 1 to the respective counter in item.xml.

Enemy and player textures

Textures used for EMD and PLD models. Originally these textures are usually split into 128x256 pages for a maximum size of 512x256 with a palette for each section. In PNG mode there is no need to use palettes, one can use a continuous texture and mod-sdk will take care of splitting it internally. They are stored as follows:
PLx\EMDx\EMxyy.png
PLx\PLD\PLyy.png

  • x is the scenario ID, either 0 for Leon or 1 for Claire
  • yy (hexadecimal counting from 00) is the entity ID.
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