Difference between revisions of "Parallaction/Formats"

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(Added graphics 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.
 
|}
 
|}

Revision as of 09:47, 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.