reloaded.universal.fileemulationframework.spd 1.0.0
!!! info
SPD/SPR files are sprite containers used by Atlus.
Code for this emulator lives inside main project's GitHub repository.
File Types
This emulator should work with any .SPD
or .SPR
file.
Supported Applications
- Persona 3 Portable (PC)
- Persona 4 Golden (PC)
- Persona 5 Royal (PC)
Usage
As currently this mod is for the PC releases of Persona games, you will need to use the extension of Persona Essentials to use with those games. The steps for using on its own are very similar to with that extension.
Add a dependency on this mod in your mod configuration. (via Edit Mod
menu dependencies section, or in ModConfig.json
directly)
"ModDependencies": ["reloaded.universal.fileemulationframework.spd"]
Legend
.SPD
or.SPR
-- sprite container files..spdspr
or.sprt
-- sprite entry coordinate files..dds
or.tmx
-- texture files.
.SPD
will be used to refer to both.SPD
and.SPR
files unless stated otherwise..spdspr
will be used to refer to both.spdspr
and.sprt
files unless stated otherwise.
- Entries from the texture dictionary will be referred to as "Texture Entries" or "Textures".
- Entries from the sprite coordinate dictionary will be referred to as "Sprite Entries" or "Sprites".
Where to put files
Add a folder called FEmulator/SPD
in your mod folder.
Make folders corresponding to SPD Container paths, e.g. font/chat/chat.spd/
. All files used for SPD Emulation should be placed in this folder.
Sprites in PAK Files
Recreate the directory to the SPD inside the PAK, and create a dummy file with the name of the sprite file in that directory. A dummy file can be made my making an empty .txt file and giving it the name of the sprite file.
Example: FEmulator/PAK/init_free.bin/smap/i_mini_map01.spr
Tools
There are 3 tools you're going to want to make use of when preparing files for the SPD Emulator:
- Amicitia
- PersonaEditor
- PersonaSpriteTools (optional)
Extracting textures and sprites
- Amicitia can extract both textures and sprite entries.
- PersonaEditor can only extract textures.
- PersonaSpriteTools can extract both textures and sprite entries using
ExtractSprite.py
Finding Sprite Information
- Amicitia will display the texture id above the texture window when a texture is selected, same with sprite entry ids.
- PersonaEditor will display the texture id and sprite id next to each sprite entry in the spd edit window.
- PersonaSpriteTools'
ExtractSprite.py
will have each sprite id in the sprite entry's file name, and the sprite entry files will be put in a folder with the id of the texture they belong to.
Editing Sprite Files
.SPD
files are made up of 3 parts. The header, the textures, and the sprite coordinates. The header will be built automatically by the emulator, and allows mod creators to patch the last two.
The emulator provides 3 ways to edit .SPD
files:
- Sprite patching
- Texture replacement
- Adding new sprites (advanced)
!!! warning
Custom texture dimensions must conform to 2^n or (2^n + 2^n-1) to prevent crashes. (ex: 384x192, 1024x512, 768x1536)
Patching Sprites
Sprite patching in this context refers to the technique of appending a provided texture to the .SPD
s texture dictionary, and patching a sprite entry to point to the new texture.
After editing the texture containing the sprite you want to change, change the texture's filename to reflect the appropriate sprite id(s), which can be found using PersonaEditor.
The filename should be spr_x.dds
where x
is the sprite ids, using Id Notation.
Textures should be the same size as the originals, and the sprites should be in the same place, unless you're supplying an edited .spdspr
file.
If you are supplying an edited .spdspr
file, the filename should be spr_x.spdspr
(or .sprt
) with x
being the sprites id.
!!! warning
Moving around sprite positions may occasionally break sprite positioning. This has only been observed with P5R so far, and affects sprites that appear next to button prompts as well as a lot of the pause menu animation sprites. These sprites must be put into an image with the same size as the original with the sprites in the correct positions in order to be displayed correctly.
Examples
- To edit sprite id 15, name the texture
spr_15.dds
. - To edit sprites 15 and 20, name the texture
spr_15_20.dds
- To edit sprites 15, 20, 25-30, and 45-55, name the texture
spr_15_20_25-30_45-55.dds
Replacing Textures
Under the hood, texture replacement is really just sprite patching, but affects every sprite that pointed to the original texture.
To replace a texture, simply name your edited texture tex_x.dds
where x
is the id of the texture.
You may also want to exclude some sprites from being affected by this method. You can do this by adding a tilda ~
at the end of the texture name, followed by the sprite ids in Id Notation.
Example
- To replace all sprites in texture id 4, name the texture
tex_4.dds
- To replace all sprites in texture id 4 except for sprite id 15-20, and 24, name the texture
tex_4~15-20_24.dds
Adding New Sprites
Adding a new sprite works similarly to patching sprites, but requires that an accompanying sprite entry file be present.
Example
To add a previously non-existent sprite id 420, create a sprite entry file named spr_420.spdspr
, and name the texture spr_420.dds
.
You can add multiple new sprites by putting multiple sprite entry files, and naming the texture using Id Notation.
Id Notation
Both sprite patching and texture replacement allow for multiple sprites to be patched/excluded. sprite ranges are denoted by dashes -
, and sprite ids and ranges are separated by underscores _
.
Examples
- 1 = 1
- 1_5 = 1 and 5
- 1-5 = 1 through 5
- 1-5_10 1 through 5, and 10
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Version | Downloads | Last updated |
---|---|---|
1.0.0 | 7,948,059 | 1/12/2024 |