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SDF (Sprite Editor Project File): 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: SDF (Sprite Editor Project File)
+type: format
+summary: Text file that stores the settings and file groups of a sprite editor project.
+category: File formats
+info: Extension = .SDF
+---
+
+## Overview
+
+The SDF file stores the settings and file groups created and edited by the PlayStation sprite editor, so that all the files of a project can be loaded together. It is an ASCII text file composed of seven blocks of information. Each block is designated by a unique keyword that begins each line within the block.[^ff38]
+
+For some blocks a bank number from 0 to 3 is appended to the keyword. Some blocks use only one bank, while others use four. A list of parameters follows the keyword and bank number. For a block with four banks every bank must be specified, even when it has no parameters.[^ff38][^ff39]
+
+Table: SDF blocks
+
+| Keyword | Banks | Parameters |
+| --- | --- | --- |
+| TIM0 to TIM3 | 4 | A [TIM](/formats/tim/) file name, or separate [PXL](/formats/pxl/) and [CLT](/formats/clt/) file names |
+| CEL0 | 1 | A [CEL](/formats/cel/) file name |
+| MAP0 to MAP3 | 4 | A [BGD](/formats/bgd/) file name |
+| ANM0 | 1 | An [ANM](/formats/anm/) file name |
+| DISPLAY | 1 | Screen mode of the artist board |
+| COLOR | 1 | Color mode |
+| ADDR0 to ADDR3 | 4 | X Y CX CY N |
+
+When a bank needs no data, the rest of its line is left blank. The keyword of an unused bank must not be omitted.[^ff39]
+
+## Sample SDF File
+
+The manual gives the following sample:[^ff38]
+
+ TIM0 file0.tim
+ TIM1 file1.pxl file1.clt
+ TIM2
+ TIM3
+ CEL0 file2.cel
+ MAP0 file3.bgd
+ MAP1 file4.bgd
+ MAP2
+ MAP3
+ ANM0 file5.anm
+ DISPLAY 1
+ COLOR0
+ ADDR0 768 0 0 480 16
+ ADDR1 768 256 0 496 16
+ ADDR2 512 0 256 480 16
+ ADDR3 512 256 256 496 16
+
+## DISPLAY
+
+The DISPLAY block specifies the screen mode of the Artist Board. Its argument depends on the mode, and DISPLAY 1 therefore sets the artist board to 320x240.[^ff310]
+
+Table: Display
+
+| Image mode | Value |
+| --- | --- |
+| 256x240 | 0 |
+| 320x240 | 1 |
+| 512x240 | 2 |
+| 640x240 | 3 |
+| 256x480 | 4 |
+| 320x480 | 5 |
+| 512x480 | 6 |
+| 640x480 | 7 |
+
+## COLOR
+
+The COLOR block specifies the color mode. COLOR 1 sets the artist board to the 256-color mode.[^ff310]
+
+Table: Color
+
+| Color Mode | Value |
+| --- | --- |
+| 16 | 0 |
+| 256 | 1 |
+
+## ADDR
+
+An ADDR block gives the coordinates of the image in the corresponding TIM bank and the coordinates of its palette. It also gives the number of color sets. The keyword is ADDR followed by the bank number, and all four banks and all parameters must be specified.[^ff310][^ff311]
+
+Table: ADDR parameters
+
+| Parameter | Contents |
+| --- | --- |
+| X | X coordinate of TIM image |
+| Y | Y coordinate of TIM image |
+| CX | X coordinate of palette |
+| CY | Y coordinate of palette |
+| N | Number of color sets |
+
+## References
+
+[^ff38]: Sony Computer Entertainment Inc. File Formats. November 1998. Page 3-8, Figure 158.
+[^ff39]: Sony Computer Entertainment Inc. File Formats. November 1998. Page 3-9.
+[^ff310]: Sony Computer Entertainment Inc. File Formats. November 1998. Page 3-10, Tables 3-2 and 3-3.
+[^ff311]: Sony Computer Entertainment Inc. File Formats. November 1998. Page 3-11.