AIG (File Format): Difference between revisions
From Wexos's Wiki
Jump to navigationJump to search
| Line 113: | Line 113: | ||
| GA85 || {{Unknown-left|Unknown}} | | GA85 || {{Unknown-left|Unknown}} | ||
|- | |- | ||
| GAC5 || | | GAC5 || 1 [[GameCube and Wii Image Formats#RGB565|RGB565]] texture used as the main color and 1 [[GameCube and Wii Image Formats#CMPR|CMPR]] texture used as an alpha mask | ||
|- | |- | ||
| G565 || [[GameCube and Wii Image Formats#RGB565|RGB565]] | | G565 || [[GameCube and Wii Image Formats#RGB565|RGB565]] | ||
Revision as of 23:41, 20 June 2025
Under Construction
This article is not finished. Help improve it by adding accurate information or correcting grammar and spelling.
AIG (Aqualead ImaGe) is a texture format developed by Aqualead and found in some Wii and 3DS games (and suspected to be used in GameCube titles as well), such as One Piece: Unlimited Adventure, One Piece: Unlimited Cruise Episode 1 - The Treasure Beneath The Waves, One Piece: Unlimited Cruise Episode 2: Awakening of a Hero, One Piece: Unlimited Cruise SP and One Piece: Unlimited Cruise SP 2.
File Format
The file byte order can be either big endian (Wii) or little endian (3DS).
Header
The file starts with the following header:
| Offset | Type | Description | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0x00 | Char[4] | File magic. Always ALIG in ASCII. | ||||||||||||||
| 0x04 | Byte | Format type. 0 is used in AFT font files, 2 elsewhere? | ||||||||||||||
| 0x05 | Byte | Unknown. | ||||||||||||||
| 0x06 | UInt16 | Unknown. | ||||||||||||||
| 0x08 | Char[4] | Image format. | ||||||||||||||
| 0x0C | Char[4] | Palette format? Seen as "RGBA" in files with palettes, otherwise, 0x00000000. | ||||||||||||||
| If format = 2 | ||||||||||||||||
| 0x10 | UInt16 | Width of image in pixels, always in little endian. | ||||||||||||||
| 0x12 | UInt16 | Height of image in pixels, always in little endian. | ||||||||||||||
| 0x14 | Byte[4] | Unknown. | ||||||||||||||
| 0x18 | Byte[4] | Unknown. | ||||||||||||||
| 0x1C | UInt32 | Image data offset, always in little endian. | ||||||||||||||
| 0x20 | UInt32 | Texture data size in bytes. | ||||||||||||||
| 0x24 | Byte | Magnification filter. 0 = Nearest, 1 = Linear | ||||||||||||||
| 0x25 | Byte | Minification filter.
| ||||||||||||||
| 0x26 | Byte | Wrap S. 0 = Clamp, 1 = Repeat, 2 = Mirror | ||||||||||||||
| 0x27 | Byte | Wrap T, same enum as above. | ||||||||||||||
| 0x28 | Float | LOD bias. | ||||||||||||||
| 0x2C | Byte | Edge LOD enable. | ||||||||||||||
| 0x2D | Byte | Min LOD. The level of the first image stored. | ||||||||||||||
| 0x2E | Byte | Max LOD. The level of the last image stored. | ||||||||||||||
Image Formats
| Format | Description |
|---|---|
| 8888 | RGBA8888 |
| 5551 | RGBA5551 |
| 4444 | RGBA4444 |
| PAL8 | Unknown palette format |
| PAL4 | Unknown palette format |
| PL4R | Unknown palette format |
| PAL1 | Unknown palette format |
| G5A3 | RGB5A3 |
| GC32 | RGBA8 |
| GCCP | CMPR |
| GCI4 | I4 |
| GCI8 | I8 |
| GIA4 | IA4 |
| GIA8 | IA8 |
| GA4C | Unknown |
| GA8C | Unknown |
| GACC | 2 CMPR textures, the first one is used as the main color texture and the second one is used as an alpha mask |
| GA45 | Unknown |
| GA85 | Unknown |
| GAC5 | 1 RGB565 texture used as the main color and 1 CMPR texture used as an alpha mask |
| G565 | RGB565 |
Tools
The following tools can handle AIG files:
- (none)