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Revision as of 07:26, 1 April 2021
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GIM
- Format Type : Image
- Endian Order : Little Endian / Big Endian
Format Specifications
// GIM image
// file format
// header
4 bytes (char) - magic // "MIG." or ".GIM"
4 bytes (char) - version // "1.00" or "00.1"
4 bytes (char) - platform // "PSP" - PSP
// null - PS3 or std
4 bytes - reserved
// block headers
num_of_blocks *
{
2 bytes (uint16) - block ID // 0x01 - Block
// 0x02 - Root
// 0x03 - Picture
// 0x04 - Image
// 0x05 - Palette
// 0x06 - Sequence
// 0xFF - File info
2 bytes (uint16) - unused
4 bytes (uint32) - block size
4 bytes (uint32) - next block relative offset
4 bytes (uint32) - block data relative offset
}
// block data
num_of_blocks *
{
x bytes - block data // See "Related Structures" section
// for more details
}
Related Structures
// Image block (0x04) data
// image header
2 bytes (uint16) - header size
2 bytes (uint16) - reference
2 bytes (uint16) - image format // 0x00 = RGBA5650 (16 bit no alpha)
// 0x01 = RGBA5551 (16 bit sharp alpha)
// 0x02 = RGBA4444 (16 bit gradient alpha)
// 0x03 = RGBA8888 (32 bit gradient alpha)
// 0x04 = INDEX4 (16 colors)
// 0x05 = INDEX8 (256 colors)
// 0x06 = INDEX16 (16 colors with alpha)
// 0x07 = INDEX32 (256 colors with alpha)
// 0x08 = DXT1 (no alpha)
// 0x09 = DXT3 (sharp alpha)
// 0x0A = DXT5 (gradient alpha)
// 0x108 = DXT1EXT
// 0x109 = DXT3EXT
// 0x10A = DXT5EXT
2 bytes (uint16) - pixel order // 0x00 - NORMAL
// 0x01 - PSPIMAGE
2 bytes (uint16) - image/palette width
2 bytes (uint16) - image/palette height
2 bytes (uint16) - image/palette bpp alignment
2 bytes (uint16) - image/palette pitch alignment
2 bytes (uint16) - image/palette height alignment
2 bytes (uint16) - dimension count // e.g. 2
2 bytes (uint16) - reserved
2 bytes (uint16) - reserved
4 bytes (uint32) - index relative start offset // e.g. 0
4 bytes (uint32) - first plane relative start offset
4 bytes (uint32) - last plane relative start offset
4 bytes (uint32) - plane mask
2 bytes (uint16) - level type // 0x00 - GENERIC
// 0x01 - MIPMAP
// 0x02 - MIPMAP2
// 0x03 - SEQUENCE
2 bytes (uint16) - level/mipmap count
2 bytes (uint16) - frame type
2 bytes (uint16) - frame count
x bytes - optional user data
x bytes - padding
4 bytes (uint32) - frame offset // e.g. 64
0-12 bytes - padding
// data
x bytes - image/palette data
// File Info block (0xFF) data 22 bytes (char) - original filename 14 bytes (char) - Windows user account 25 bytes (char) - creation timestamp 14 bytes (char) - GimConv version 0-3 bytes - optional padding
// Sequence block (0x06) data 2 bytes (uint16) - header size 2 bytes (uint16) - reference 2 bytes (uint16) - frame start 2 bytes (uint16) - frame end 2 bytes (uint16) - frame rate 2 bytes (uint16) - frame repeat 2 bytes (uint16) - n constants 2 bytes (uint16) - n functions 4 bytes (uint32) - constants 4 bytes (uint32) - functions 4 bytes (uint32) - keyframes 4 bytes (uint32) - total x bytes - sequence data
MultiEx BMS Script
Not written yet.
Notes and Comments
- This file format occurs in PSP and PS2 games.
- Files with this file format can have extension ".gim" or ".mig".
Compatible Programs
- gim2bmp
- gim2png
- GimConv
- GimExtractor
- GitMO
- MinoriTool
- Puyo Tools
- TextER
- gis2png
- mig2bmp / bmp2mig
- OPTIX iMage studio
- Noesis
- GIM Viewer
- Dissidia Modding Suite (it includes GimConv and gim2png)
Games
List of games using this file format:
- Ano Hi Mita Hana no Namae o Bokutachi wa Mada Shiranai
- Danganronpa: Kibou no Gakuen to Zetsubou no Koukousei
- Dissidia
- Otome wa Boku ni Koishiteru Portable
- Super Danganronpa 2: Farewell Despair Academy
- Sword Art Online: Infinity Moment
- Yu-Gi-Oh! Tag Force
- Yu-Gi-Oh! Tag Force 2
See Also