Parallaction/Formats
From ScummVM
All values are little endian for DOS version.
Big Red Adventure (DOS)
Graphics for backgrounds (BKG), splash screens (BMP) and items (RAS):
| Offset | Size | Description |
| 0000h | 4 | Signature (0 for RAS/BMP, 59A66A95h for BKG). |
| 0004h | 4 | Image width. |
| 0008h | 4 | Image height. |
| 000Ch | 4 | Unused. |
| 0010h | 4 | Unused. |
| 0014h | 4 | Unused. |
| 0018h | 4 | Unused. |
| 001Ch | 4 | Unused. |
| 0020h | 768 | 256 colors palette entries in RRRRR.....GGGGG.....BBBBB.... format. |
| 0320h | width * height | Uncompressed 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:
| Offset | Size | Description |
| 0000h | 2 | Compressed data size. |
| 0002h | 2 | Image X. Used for in game positioning, since frames from the same animation may have different sizes. |
| 0004h | 2 | Image Y. Used for in game positioning, since frames from the same animation may have different sizes. |
| 0006h | 2 | Image width. |
| 0008h | 2 | Image height. |
| 000Ah | see field at offset 0 | Compressed data. |
Font (FNT) and inventory icons (ICO), referred as glyphs, and stored with the following format:
| Offset | Size | Description |
| 0000h | 4 | Glyphs # |
| 0004h | Glyphs # | Width of each glyph. |
| 0004h + Glyphs # | 1 | Glyphs height. |
| 0005h + Glyphs # | (Sum of widths) * glyphs # * height | Uncompressed raw data. |

