Files that should be in .sgi format: ==================================== Title Logo: >titlelogo_kw.sgi 256x128x4 # image of the title "MARIOKART 64" We currently have a working one of these, but if they'd like to build a more attractive one, that'd be fine. However, they should emphasize large areas of the same color and get rid of the black drop shadow. Push start: >sel_alpha_S006.sgi 159x16x4 # image of "PUSH START BUTTON" Copyright notice (not currently translated): >sel_alpha_S007.sgi 124x17x4 # image of "Copyright 1996 Nintendo" Big nintendo logo (also not currently translated) >nintendo_logo_texture.sgi Other files that should be converted to sgi format: N_donkey.raw RGBA32 64w x 12h N_kinopio.raw RGBA32 64w x 12h N_koopa.raw RGBA32 64w x 12h N_luigi.raw RGBA32 64w x 12h N_mario.raw RGBA32 64w x 12h N_peach.raw RGBA32 64w x 12h N_wario.raw RGBA32 64w x 12h N_yoshi.raw RGBA32 64w x 12h gsel_100cc_S.raw RGBA32 64w x 18h gsel_150cc_S.raw RGBA32 64w x 18h gsel_1P_S.raw RGBA32 64w x 54h gsel_2P_S.raw RGBA32 64w x 54h gsel_3P_S.raw RGBA32 64w x 54h gsel_4P_S.raw RGBA32 64w x 54h gsel_50cc_S.raw RGBA32 64w x 18h gsel_BATTLE_S.raw RGBA32 64w x 18h gsel_GP_S.raw RGBA32 64w x 18h gsel_LOGO_S.raw RGBA32 200w x 32h gsel_PRO_S.raw RGBA32 64w x 18h gsel_TIME_S.raw RGBA32 64w x 18h gsel_VS_S.raw RGBA32 64w x 18h gsel_data_S.raw RGBA32 64w x 18h gsel_ghost_S.raw RGBA32 64w x 18h gsel_itemOFF_S.raw RGBA32 64w x 18h gsel_itemON_S.raw RGBA32 64w x 18h gsel_option_S.raw RGBA32 58w x 19h gsel_records_S.raw RGBA32 58w x 19h gsel_try_S.raw RGBA32 64w x 18h msel_KT10_S.raw RGBA32 140w x 18h msel_KT11_S.raw RGBA32 140w x 18h msel_KT12_S.raw RGBA32 140w x 18h msel_KT13_S.raw RGBA32 140w x 18h msel_KT14_S.raw RGBA32 140w x 18h msel_KT15_S.raw RGBA32 140w x 18h msel_KT16_S.raw RGBA32 140w x 18h msel_KT17_S.raw RGBA32 140w x 18h msel_KT18_S.raw RGBA32 140w x 18h msel_KT19_S.raw RGBA32 140w x 18h msel_KT1_S.raw RGBA32 140w x 18h msel_KT21_S.raw RGBA32 140w x 18h msel_KT2_S.raw RGBA32 140w x 18h msel_KT3_S.raw RGBA32 140w x 18h msel_KT4_S.raw RGBA32 140w x 18h msel_KT5_S.raw RGBA32 140w x 18h msel_KT6_S.raw RGBA32 140w x 18h msel_KT7_S.raw RGBA32 140w x 18h msel_KT8_S.raw RGBA32 140w x 18h msel_KT9_S.raw RGBA32 140w x 18h msel_LOGO_S.raw RGBA32 190w x 32h msel_fcup_S.raw RGBA32 65w x 40h msel_kcup_S.raw RGBA32 65w x 40h msel_scup_S.raw RGBA32 65w x 40h msel_spcup_S.raw RGBA32 65w x 40h ok_S.raw RGBA32 31w x 19h optionLOGO_S.raw RGBA32 130w x 32h psel_LOGO_S.raw RGBA32 220w x 32h titleback2_S.raw RGBA32 320w x 240h titleback_S.raw RGBA32 320w x 240h --- >The msel_LOGO and gsel_LOGO files need to be simpler. They are >ps4encoded and again use hard addressing. I think it won't be too >hard to simplify them---again, and emphasis on large blocks of similar >colors. >If all else fails, they can also make those files smaller, at which >point they will take up less overall space. For fonts in strings.txt: ========================= A1 font: Each image is 24x16. Currently, there are 45 characters (26 Latin characters, 10 numbers, and assorted specials). iQue needs to create glyphs for strings.txt, adding on to those existing characters and numbers. The new Chinese glyphs should be sent to us as greyscale and white RGB (no alpha) raw files. I've included a sample image (it's skull, but you get the idea). >fontsample.rgb As discussed with Tong, we need them to include: A) a set of 26x16x3 glyphs (but in grayscale) B) a table of what value corresponds to which glyph C) a converted strings.txt file with a list of values from table in (B) A2 & A3: These are hirigana and katakana characters. There are about 50 of each. For space, we can probably throw the hirigana and katakana characters overboard; however, they are only 16x16. I don't think they are used in LOCALE=CHINA version. A4 font: These are the larger on-screen fonts. These also do not need to be changed unless Q/A feels that the in-game screen is confusing to native Chinese speakers. Signs: ====== The Nintendo billoboard is two 32x32x4 textures side by-side. They appear to be stretched horizontally. I've made a sample sign. The left and right sides of the sign should be blank, as the texture will be extended on either side by duplicating the furthest left and right columns. The textures also come out streched left and right about 50%. >signsample.sgi These should be sent as 32x32x4 .sgi files. I don't have a particularly automated converter for this, because there are hard size limitations on how big the textures can be after compression. Any other bilboard texture works the same way: 32x32x4. I don't recommend changing any unless they actively work against iQue's marketing. -------------------------------------- Font bugs include: 1. There are alternate spellings for some of the tracks. I can't read Mandarin, but I sure as heck know that Chocolate Mountain is spelled "Ko-Ko Mountain" in the text and some other way entirely on the texture. Someone who does read Mandarin needs to check this out. 2. The fonts may be too small---can they use more of the 26-across texture space? We missed a few strings in the code: > SetWord2_a(ptr->disp_x+30,ptr->disp_y+25,"results",0,1.0,1.0); > SetWord2_a(ptr->disp_x+44,ptr->disp_y+40,"round",0,0.7,0.7); > SetWord2_a(ptr->disp_x+25,-ptr->disp_y+25,"driver's points",0,0.8,0.8); Included new files: lap88moji.rgba: photoshop 32x8 raw file. Should be returned in sgi format with alpha. Says "LAP" for in-game screen. lapmoji.rgba: Photoshop 32x16 raw file. Is another "LAP" texture. Should be returned in SGI format. > total.rgba: Photoshop 32x16 raw file. Says "TOTAL" for count-up; should look like lapmoji.rgba in color scheme and contain alpha. > time.rgba: Photoshop 32x16 raw file. Says "TIME" for count-up; should look like lapmoji.rgba in color scheme and contain alpha. The banner "MARIO KART" texture is in a .o file and it's compressed. Worse, it's indexed-color and I have no idea where the color table might be, nor a good way to find it. And, even if I had one, I'm not sure I'd know how to use it properly. The good news is that, given a texture that says "Mario Kart" in kanji, I can convert it. The rules are: 1. It must be a 256x64 texture. It should be bordered with a white checkered flag to match the ground. See included startBanner-sample.ppm (it was made of 8 textures badly pasted together). 2. It must use simple colors---pick some nice yeloows and greens off the main title logo (on the "START" screen), and perhaps faded versions of those colors, as well as white and black, and I'll see if I can jam it into the game. As a passing art advice, I'd suggest not using the red-to-green fade they have, but solid colors with borders for the kanji.