Difference between revisions of "Parallaction/Formats"
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All values are little endian for DOS version. | All values are little endian for DOS version. | ||
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|- style="background:white" | |- style="background:white" | ||
|0320h||width * height||Uncompressed raw bitmap data. | |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: | |||
{| border="1" cellpadding="2" width=100% | |||
|- style="background:silver" | |||
|Offset||Size||Description | |||
|- style="background:white" | |||
|0000h||2||Compressed data size. | |||
|- style="background:white" | |||
|0002h||2||Image X. Used for in game positioning, since frames from the same animation may have different sizes. | |||
|- style="background:white" | |||
|0004h||2||Image Y. Used for in game positioning, since frames from the same animation may have different sizes. | |||
|- style="background:white" | |||
|0006h||2||Image width. | |||
|- style="background:white" | |||
|0008h||2||Image height. | |||
|- style="background:white" | |||
|000Ah||see field at offset 0||Compressed data. | |||
|} | |||
Font (FNT) and inventory icons (ICO), referred as glyphs, and stored with the following format: | |||
{| border="1" cellpadding="2" width=100% | |||
|- style="background:silver" | |||
|Offset||Size||Description | |||
|- style="background:white" | |||
|0000h||4||Glyphs # | |||
|- style="background:white" | |||
|0004h||Glyphs #||Width of each glyph. | |||
|- style="background:white" | |||
|0004h + Glyphs #||1||Glyphs height. | |||
|- style="background:white" | |||
|0005h + Glyphs #||(Sum of widths) * glyphs # * height||Uncompressed raw data. | |||
|} | |} |
Latest revision as of 09:55, 9 July 2007
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. |