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Parallaction/Formats

< Parallaction
Revision as of 09:55, 9 July 2007 by Peres (talk | contribs) (More fornats.)
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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.