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(Added info on clone2727 creating the AGI/Palettes -wiki page etc (2007-07-06).) |
(Added info on done on 2007-07-07.) |
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info and also some of the different palettes from various Amiga AGI games. | info and also some of the different palettes from various Amiga AGI games. | ||
Amiga AGI game palettes, here I come :-). | Amiga AGI game palettes, here I come :-). | ||
== 2007-07-07 (Saturday) - Comparing menu borders and decoding Amiga cursor format == | |||
Compared different menu border styles for the Amiga-style menus with GIMP. Probably | |||
going to simply use a thick black border around the currently chosen button as its | |||
easy to code and in my opinion it looks sufficiently intuitive and ok. | |||
Also looked at the cursor files that come with some of the Amiga AGI games | |||
(The files are named Busy and Pointer). Finally figured them out almost | |||
completely. | |||
=== Amiga AGI games' cursor format === | |||
My current theory on the format is as follows (Based on the Busy and Pointer -files | |||
from the Amiga version of King's Quest III): | |||
==== Cursor's bitmap data ==== | |||
* Starts with four bytes of zero. | |||
** Don't know what these are for. Maybe flags? | |||
** Were zero in both Busy and Pointer -files. | |||
* 16-bit big endian word: Bitplane 0 of row 0 | |||
** The most significant bit is graphically the leftmost one | |||
** The least significant bit is graphically the rightmost one | |||
* 16-bit big endian word: Bitplane 1 of row 0 | |||
* 16-bit big endian word: Bitplane 0 of row 1 | |||
* 16-bit big endian word: Bitplane 1 of row 1 | |||
* ... and so on for all the rows 0-15 | |||
==== Cursor's palette ==== | |||
* Again four bytes of zero. | |||
** Don't know what these are for. Maybe flags? | |||
** Were zero in Both Busy and Pointer -files. | |||
* Then the palette for four colors: | |||
* Palette entry for color 0: | |||
** 16-bit big endian word: ARGB-color with 4-bits per color component | |||
*** Alpha is bits 12-15 | |||
**** Value of 0x0F means the color is totally transparent | |||
*** Red is bits 8-11 | |||
*** Green is bits 4-7 | |||
*** Blue is bits 0-3 | |||
* Likewise palette entries for colors 1, 2 and 3 | |||
That's it. So the files are 80 bytes long, the bitmap is 16x16 in size | |||
and uses 4 colors. Some of the zero bytes are still such that I'm not | |||
completely sure what they're there for. And I'm not 100% sure about | |||
the first palette entry if its really just that and not some other | |||
data but it does fit the theory nicely. |
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