Below is a full list of all the texture formats that are available when you look at the various textures that are in Brawl. Data is based on info that I've found from ASH, BrawlBox, and the SZS Modifier.
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Normal Textures
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tex#00_00
Texture Format: I4
Color Format: Grayscale
Full Transparency: No
Semi-Transparency: No
Texture Quality: Low
Memory Usage: 4 bits per pixel
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tex#00_01
Texture Format: I8
Color Format: Grayscale
Full Transparency: No
Semi-Transparency: No
Texture Quality: High
Memory Usage: 8 bits per pixel
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tex#00_02
Texture Format: IA4
Color Format: Grayscale
Full Transparency: Yes
Semi-Transparency: Yes
Texture Quality: Low
Memory Usage: 8 bits per pixel
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tex#00_03
Texture Format: IA8
Color Format: Grayscale
Full Transparency: Yes
Semi-Transparency: Yes
Texture Quality: High
Memory Usage: 16 bits per pixel
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tex#00_04
Texture Format: RGB565
Color Format: RGB
Full Transparency: No
Semi-Transparency: No
Texture Quality: Some color (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446).
Memory Usage: 16 bits per pixel
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tex#00_05
Texture Format: RGB5A3
Color Format: RGB
Full Transparency: Yes
Semi-Transparency: Yes
Texture Quality: Some color (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446).
Memory Usage: 16 bits per pixel
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tex#00_06
Texture Format: RGBA8
Color Format: RGB
Full Transparency: Yes
Semi-Transparency: Yes
Texture Quality: High
Memory Usage: 32 bits per pixel
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tex#00_14
Texture Format: CMPR
Color Format: RGB
Full Transparency: Yes
Semi-Transparency: No
Texture Quality: Variable
Memory Usage: 4 bits per pixel
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Indexed Textures
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tex#00_08+0
Texture Format: CI4
Palette Format: IA8
Full Transparency: Yes
Semi-Transparency: Yes
Max. Colors: 16
Memory Usage: 4 bits per pixel + 64 bytes for palette + 32 bytes per 16 colors added to the palette
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tex#00_08+1
Texture Format: CI4
Palette Format: RGB565
Full Transparency: No
Semi-Transparency: No
Max. Colors: 16
Memory Usage: 4 bits per pixel + 64 bytes for palette + 32 bytes per 16 colors added to the palette
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tex#00_08+2
Texture Format: CI4
Palette Format: RGB5A3
Full Transparency: Yes
Semi-Transparency: Yes
Max. Colors: 16
Memory Usage: 4 bits per pixel + 64 bytes for palette + 32 bytes per 16 colors added to the palette
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tex#00_09+0
Texture Format: CI8
Palette Format: IA8
Full Transparency: Yes
Semi-Transparency: Yes
Max. Colors: 256
Memory Usage: 8 bits per pixel + 64 bytes for palette + 32 bytes per 16 colors added to the palette
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tex#00_09+1
Texture Format: CI8
Palette Format: RGB565
Full Transparency: No
Semi-Transparency: No
Max. Colors: 256
Memory Usage: 8 bits per pixel + 64 bytes for palette + 32 bytes per 16 colors added to the palette
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tex#00_09+2
Texture Format: CI8
Palette Format: RGB5A3
Full Transparency: Yes
Semi-Transparency: Yes
Max. Colors: 256
Memory Usage: 8 bits per pixel + 64 bytes for palette + 32 bytes per 16 colors added to the palette
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File Size Scale
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Note: Scale ranges from most memory used, to least memory used.
1: RGBA8
2-4: IA8, RGB565, RGB5A3
5: CI8
6-7: I8, IA4
8: CI4
9-10: I4, CMPR
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Thanks for the guide! Very helpful!
Okay then, how do I tell it is indexed, because all the textures I have exported have never shown that they are indexed.
Also, why are their black and white "1"s in the background of Mario's Body textures?
Quote from: Velen Zaiga on April 04, 2010, 09:13:57 PM
Also, why are their black and white "1"s in the background of Mario's Body textures?
I've noticed that. That is the weirdest thing I have seen in a character texture.
Okay. If CMPRs have only one transparent color, wouldn't changing everything to that color make it transparent or no?
Quote from: Velen Zaiga on May 09, 2010, 06:44:19 PM
Okay. If CMPRs have only one transparent color, wouldn't changing everything to that color make it transparent or no?
Only for certain characters. Mario and Meta Knight will not work, but Zelda and Ganondorf will work.
im confused? but its ok :D