Parallaction/Formats

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All values are little endian for DOS version.

Big Red Adventure (DOS)

Graphics for backgrounds (BKG), splash screens (BMP) and items (RAS):

OffsetSizeDescription
0000h4Signature (0 for RAS/BMP, 59A66A95h for BKG).
0004h4Image width.
0008h4Image height.
000Ch4Unused.
0010h4Unused.
0014h4Unused.
0018h4Unused.
001Ch4Unused.
0020h768256 colors palette entries in RRRRR.....GGGGG.....BBBBB.... format.
0320hwidth * heightUncompressed raw bitmap data.


Graphics file for animations (ANI), dialogues (TAL) and menu items (WIN) contain multiple frames packed with a RLE variant. The first word (2 bytes) in the file holds the number of frames stored. The format of each frame follows:

OffsetSizeDescription
0000h2Compressed data size.
0002h2Image X. Used for in game positioning, since frames from the same animation may have different sizes.
0004h2Image Y. Used for in game positioning, since frames from the same animation may have different sizes.
0006h2Image width.
0008h2Image height.
000Ahsee field at offset 0Compressed data.


Font (FNT) and inventory icons (ICO), referred as glyphs, and stored with the following format:

OffsetSizeDescription
0000h4Glyphs #
0004hGlyphs #Width of each glyph.
0004h + Glyphs #1Glyphs height.
0005h + Glyphs #(Sum of widths) * glyphs # * heightUncompressed raw data.
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