psx.wiki

CLT (Palette Data): Difference between revisions

Revision as of 02:46, 23 October 2026
RemmyLee
(SPU and CD-ROM at register depth; CPU overview rewritten)
Revision as of 02:47, 23 October 2026
RemmyLee
(Formats: Sony paragraph voice; HMD, RSD extended files, full BS code book; sprite editor formats)
Line 1:Line 1:
+---
+title: CLT (Palette Data)
+type: format
+summary: Palette data of the sprite editor for use with a PXL file.
+category: File formats
+info: Extension = .CLT
+info: ID = 0x12
+---
+
+## Overview
+
+The CLT file saves the 8-bit or 4-bit palette data edited by the PlayStation sprite editor, and it is used together with a [PXL](/formats/pxl/) file. Like PXL, it has a simple header with an ID field and a FLAG field, and the CLUT data follows the header. All values are little endian, so the bytes of a 32-bit value are stored in ascending order.[^ff314][^ff311]
+
+## ID and FLAG
+
+The ID field is a 32-bit value whose bits 0 to 7 hold the ID 0x12 and whose bits 8 to 15 hold the version number 0x00. The upper bits are reserved and zero. In the FLAG field, bits 0 and 1 (PMODE) hold 0x2, and the other bits are reserved and zero.[^ff314][^ff315]
+
+## CLUT Section
+
+The CLUT section begins with its byte count (bnum), followed by its position in VRAM, its size and the main data body:[^ff315]
+
+Table: CLUT section
+
+| Field | Contents |
+| --- | --- |
+| bnum | Data length of the CLUT block |
+| DX | X coordinate in the frame buffer |
+| DY | Y coordinate in the frame buffer |
+| W | Size of the data in the horizontal direction |
+| H | Size of the data in the vertical direction |
+| CLUT | VRAM data, 16 bits per entry |
+
+One CLUT set has 16 entries in 4-bit mode and 256 entries in 8-bit mode. However, a file output from the sprite editor in 4-bit mode holds 16 sets.[^ff315]
+
+Because CLUTs are located in VRAM, the PlayStation handles the CLUT section as a rectangular VRAM image in which one entry is one pixel. One CLUT set is therefore an image 16 wide and 1 high in 4-bit mode and 256 wide and 1 high in 8-bit mode. CLUT data output from the sprite editor in 4-bit mode is a rectangle 16 wide and 16 high. Several CLUT sets can be combined and written in the CLUT section as one piece of image data.[^ff315]
+
+## CLUT Entry
+
+A CLUT entry expresses one color with R, G and B in 5 bits each and the transparency control bit STP in bit 15. STP applies to sprite and texture data. If R, G, B and STP are all zero the color is transparent, and otherwise it is opaque. With semi-transparency processing on, a color with STP 1 is semi-transparent:[^ff316]
+
+Table: Role of STP Bit
+
+| STP/R,G,B | Semi-transparency processing on | Semi-transparency processing off |
+| --- | --- | --- |
+| 0/0,0,0 | Transparent | Transparent |
+| 0/X,X,X | Not transparent | Not transparent |
+| 1/X,X,X | Semi-transparent | Not transparent |
+
+## References
+
+[^ff311]: Sony Computer Entertainment Inc. File Formats. November 1998. Page 3-11.
+[^ff314]: Sony Computer Entertainment Inc. File Formats. November 1998. Page 3-14, Figures 165 to 167.
+[^ff315]: Sony Computer Entertainment Inc. File Formats. November 1998. Page 3-15, Figures 168 and 169.
+[^ff316]: Sony Computer Entertainment Inc. File Formats. November 1998. Page 3-16, Figure 170 and Table 3-4.