H4M: Difference between revisions
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H4M files begin with the ASCII characters "HVQM" followed by versioning information. Most of he format is unknown. | H4M files begin with the ASCII characters "HVQM" followed by versioning information. Most of he format is unknown. | ||
== Games Using H4M == | |||
These games use H4M files. Observed format versions are noted where known. | |||
* [https://www.mobygames.com/game/gamecube/resident-evil-0 Resident Evil 0 (GameCube)], v1.5 | |||
* [https://www.mobygames.com/game/gamecube/resident-evil- Resident Evil (GameCube)], v1.3 | |||
[[Category:Game Formats]] | [[Category:Game Formats]] | ||
[[Category:Undiscovered Game Formats]] | [[Category:Undiscovered Game Formats]] |
Revision as of 16:20, 21 July 2021
- Extension: h4m
- Company: Hudson / University of Tsukuba
- Website: http://www.chaos.cs.tsukuba.ac.jp/research/index.html (Japanese)
H4M is game format that uses AOT (Adaptive Orthogonalized Transform) based vector quantization image compression.
- HVQM3 is used on N64 Mario Party series games
- HVQM4 is used on some Nintendo GameCube Biohazard/Resident Evil series games
H4M files begin with the ASCII characters "HVQM" followed by versioning information. Most of he format is unknown.
Games Using H4M
These games use H4M files. Observed format versions are noted where known.
- Resident Evil 0 (GameCube), v1.5
- Resident Evil (GameCube), v1.3