By Brian Provinciano
January 26th, 1999
Updated May 22nd, 1999
View Header
Position | Bytes | Description |
0x0 - 0x1 | 0x8000 | Resource ID number |
0x2 - 0x3 | varies | Total number of loops in the view |
0x4 - 0x5 | varies | Loop mirroring data |
0x6 - 0x9 | ?? | Function unknown if any |
0xA - varies | varies | The location of each loop in words. Each word is read as (word - 2) |
Loop Header
Position | Bytes | Description |
0x0 - 0x1 | varies | Total number of cels in the loop |
0x2 - 0x3 | ?? | Function unknown if any |
0x4 - varies | varies | The location of each cel in words. Each word is read as (word - 2)
|
Cel Header
Position | Bytes | Description |
0x0 - 0x1 | varies | The width of the cel |
0x2 - 0x3 | varies | The height of the cel |
0x4 - 0x5 | ?? | Function unknown if any |
0x6 - 0x7 | varies | The Transparent colour. The 4 high order being 0x2 and the low 4 bits being the colour 0x0 - 0xF |
0x8 - varies | varies | The bitmap data. Explained below |
The Bitmap Data
Each byte in the bitmap data draws a horizontal line. The byte specifies how many pixels long it will be and what colour will be drawn. The first four bits represent the length in pixels the line will be. The second four bits represent the colour that each line will be.
For example, the byte F9 draws F horizontal pixels (F = 15) the colour of 9 (9 = Light Blue).
There is no need to specify when to start a new line in the bitmap data like in AGI, because it automaticly starts a new one according to the width specified in the cel header.