Difference between revisions of "Parallaction/Formats"

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(Added graphics formats.)
(More fornats.)
 
Line 48: Line 48:
|- style="background:white"
|- style="background:white"
|000Ah||see field at offset 0||Compressed data.
|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.