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.
|