# SPLASHPACK Binary File Format Specification All numeric values are stored in little‐endian format. All offsets are counted from the beginning of the file. --- ## 1. File Header (12 bytes) | Offset | Size | Type | Description | | ------ | ---- | ------ | ----------------------------------- | | 0x00 | 2 | char | `'SP'` – File magic | | 0x02 | 2 | uint16 | Version number (currently **1**) | | 0x04 | 2 | uint16 | Number of Exporter descriptors | | 0x06 | 2 | uint16 | Number of Texture Atlas descriptors | | 0x08 | 2 | uint16 | Number of CLUT descriptors | | 0x0A | 2 | uint16 | Reserved (always 0) | --- ## 2. Metadata Section The metadata section comprises three groups of descriptors. ### 2.1 Exporter Descriptors (56 bytes each) Each exporter descriptor stores the transform and mesh metadata for one GameObject. | Offset (per entry) | Size | Type | Description | | ------------------ | ---- | ------ | --------------------------------- | | 0x00 | 4 | int | X coordinate (Fixed-point) | | 0x04 | 4 | int | Y coordinate (Fixed-point) | | 0x08 | 4 | int | Z coordinate (Fixed-point) | | 0x0C | 36 | int[9] | 3×3 Rotation matrix (Fixed-point) | | 0x30 | 4 | int | **Mesh Data Offset Placeholder** | | 0x34 | 4 | int | Triangle count in the mesh | ### 2.2 Texture Atlas Descriptors (12 bytes each) Each texture atlas descriptor holds atlas layout data and a placeholder for the atlas raw data offset. | Offset (per entry) | Size | Type | Description | | ------------------ | ---- | ------ | -------------------------------------------------------- | | 0x00 | 4 | int | **Atlas Data Offset Placeholder** | | 0x04 | 2 | uint16 | Atlas width | | 0x06 | 2 | uint16 | Atlas height (currently always 256, for future-proofing) | | 0x08 | 2 | uint16 | Atlas position X – relative to VRAM origin | | 0x0A | 2 | uint16 | Atlas position Y – relative to VRAM origin | ### 2.3 CLUT Descriptors (520 bytes each) CLUTs are the only data which is stored in the Metadata section. For each CLUT (Color Lookup Table) associated with an atlas texture that has a palette: | Offset (per entry) | Size | Type | Description | | ------------------ | ---- | ----------- | --------------------------------------------------------------------------------- | | 0x00 | 512 | uint16[256] | Color palette entries (each entry is 2 bytes 16bpp). If unused, entries are zero. | | 0x200 | 2 | uint16 | CLUT packing X coordinate - already in 16 pixel steps | | 0x202 | 2 | uint16 | CLUT packing Y coordinate | | 0x204 | 2 | uint16 | Palette count (number of valid palette entries) | | 0x206 | 2 | uint16 | Reserved (always 0) | --- ## 3. Data Section The data section contains the actual mesh and atlas raw data. ### 3.1 Mesh Data Blocks For each exporter, a mesh data block is written at the offset specified in its descriptor. Each mesh block contains data for all triangles of the associated mesh. #### **Triangle Data Layout (per triangle – 52 bytes total):** | Field | Size | Description | | ----------------------------- | -------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Vertex Coordinates** | 3 vertices × 3 × 2 bytes = 18 bytes | For each vertex (v0, v1, v2): X, Y, Z coordinates (int16) | | **Vertex Normal** | 3 × 2 bytes = 6 bytes | Normal vector for vertex v0 (int16: nx, ny, nz) | | **Vertex Colors** | 3 vertices × (3 bytes color + 1 byte padding) = 12 bytes | For each vertex (v0, v1, v2): Red, Green, Blue (uint8) plus 1 byte padding | | **Texture Coordinates (UVs)** | 3 vertices × 2 bytes = 6 bytes | For each vertex (v0, v1, v2): U and V coordinates (uint8), adjusted by texture packing factors | | **UV Padding** | 2 bytes | Padding (uint16, set to zero) | | **Texture Attributes** | 2 + 2 + 2 + 2 = 8 bytes | Contains:
• Texture page attributes (uint16 – encoded from page X/Y, bit depth, dithering)
• Texture CLUT packing X (uint16)
• Texture CLUT packing Y (uint16)
• Reserved (uint16, set to zero) | *Triangles are written sequentially. Prior to writing each mesh data block, the file pointer is aligned to a 4-byte boundary.* ### 3.2 Atlas Data Blocks For each atlas, a raw texture data block is written at the offset specified in its descriptor. Before writing, the file pointer is aligned to a 4-byte boundary. - **Raw Texture Data:** The atlas data is written pixel by pixel as returned by the pixel packing function. The total size equals *(Atlas Width × Atlas Height)* The data is prepared for a DMA transfer to the VRAM. ---