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Textures for 3D models. 2-dimensional, 32BPP (RGBA8888) encoded.
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# Animation Files
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# Sprite Files
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`.bin` files whose filenames end with `_anm`.
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## Header
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The `NAXA5010` file header indicates that it is a sprite file.
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|Offset|Description|
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|---|---|
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|$00-$07|Always `4E 41 58 41 35 30 31 30` or `NAXA5010` in ASCII|
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|$08-$0B|Palette size (In little Endian), usually either $10 or $100|
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|$0C-$0F|Always `$20000000`, Palette Data offset?|
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|$10-$13|Offset to PXL Data (in little Endian)|
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|$08-$0B|Palette size (In little Endian), either $10 or $100|
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|$0C-$0F|Palette Data offset, always `$20000000`|
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|$10-$13|Offset to Image Data (in little Endian)|
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|$14-$17|Offset to Unknown Data (in little Endian)|
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|$18-$1B|Unknown|
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|$1C-$1F|Unknown, always `$00000000`|
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|$20-$20 + (Palette Size * 4)|Palette in RGBA8888 format|
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|(Unknown Data Offset) to (PXL Data offset - 1)|Unknown Data, seems to start with file offsets in little endian|
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|(PXL Data Offset) to (End of File)|PXL Data using indexed palette data|
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## Palette
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The Palette (or CLUT) data always starts at $20 in the file and is either $10 colours or $100 colours. Each colour is 32 bits in RGBA8 format.
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The size of the palette determines if the image data is either 4-bits or 8-bits respectively
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## Unknown Data
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The unknown data usually starts with some file offsets. Most of this data is empty.
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## Image Data
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The image data is $10 bytes long per image. It is located based on the offset in the file header. They are formatted as follows:
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|Size|Description|
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|---|---|
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|$2|Image Width (In little Endian)|
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|$2|Image Height (In little Endian)|
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|$2|Image Width repeated?|
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|$2|Image Height repeated?|
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|$4|Image Offset (In little Endian), calculated at (Image Data Offset + Image Offset)|
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|$4|Image Index|
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## Images
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Images are based on the palette info.
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