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--- title: PXL (Pixel Image Data) type: format summary: Indexed-color image data of the sprite editor. category: File formats info: Extension = .PXL info: ID = 0x11 --- ## Overview The PXL format stores 4-bit or 8-bit indexed-color images created and edited by the PlayStation sprite editor. Palette information is not included, because it is held in a [CLT](/formats/clt/) file that is used together with the PXL file. The format has a simple header with an ID field and a FLAG field, which is followed by the raw pixel data.[^ff311] All values are stored in little-endian format. The bytes of a 16-bit or 32-bit value are therefore stored in ascending order, so a 32-bit value is stored as byte 0, byte 1, byte 2 and then byte 3.[^ff311] ## ID The ID field is a 32-bit value with the following bit definition:[^ff311] Table: PXL file header | Bits | Field | Value | | --- | --- | --- | | 0..7 | ID | 0x11 | | 8..15 | Version No. | 0x00 | | 16..31 | Reserved | All zero | ## FLAG The FLAG field is a 32-bit value that describes the pixel data format. Bit 0 (PMODE) is the pixel mode, 0 for 4-bit CLUT and 1 for 8-bit CLUT. The other bits are reserved and zero.[^ff312] ## Pixel Data The pixel data section has a short header followed by raw image data that is ready to be copied to the VRAM of the PlayStation:[^ff312] Table: Pixel data section | Field | Contents | | --- | --- | | bnum | Length of the pixel data in bytes, including the 4 bytes of bnum | | DX | Frame buffer x coordinate | | DY | Frame buffer y coordinate | | W | Size of the data in the horizontal direction | | H | Size of the data in the vertical direction | | DATA | VRAM data (16 bits) | The structure of one 16-bit item depends on the mode. In 4-bit mode it holds pix0 to pix3 from the LSB, and in 8-bit mode it holds pix0 and pix1. The pixels appear on the screen in that order starting from the left. In 16-bit mode an item holds R, G and B in 5 bits each and the STP bit in bit 15.[^ff313] The VRAM coordinate system is based on 16 bits per pixel, so care is needed with the coordinate and size values. In the X direction one VRAM pixel holds 4 pixels in 4-bit mode and 2 pixels in 8-bit mode. Consequently the image width must be a multiple of 4 in 4-bit mode and an even number in 8-bit mode.[^ff313] ## References [^ff311]: Sony Computer Entertainment Inc. File Formats. November 1998. Page 3-11, Figures 159 to 161. [^ff312]: Sony Computer Entertainment Inc. File Formats. November 1998. Page 3-12, Figures 162 and 163. [^ff313]: Sony Computer Entertainment Inc. File Formats. November 1998. Page 3-13, Figure 164.