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Added info on done on 2007-07-07.
(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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