بِتْمَابْس · bei.pm
Format ɗin fayil ɗin da aka bayyana a wannan shafin yana dogara ne akan binciken fasaha na hakkin mallaka daga Dynamix, Inc. da Sierra Entertainment.
Hakkin mallaka a yau yana cikin mallakar Activision Publishing, Inc. / Activision Blizzard, Inc. kuma a halin yanzu yana hannun Microsoft Corp..
An tattara bayani ta hanyar Reverse Engineering da Data Analysis don manufar ajiya da haɗin kai tare da bayanan tarihi.
An yi amfani da kowanne takamaiman bayanai na musamman ko na sirri.
A halin yanzu, ana iya sayen wasan a gog.com a matsayin saukarwa.
عر | x0 | x1 | x2 | x3 | x4 | x5 | x6 | x7 | x8 | x9 | xA | xB | xC | xD | xE | xF | حروف | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x0000 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . |
0x0010 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . |
مَكَانَة | نوع البيانات | بەزاجن | تَفْسِير |
---|---|---|---|
0x0000 | uint(32) | Fad ɗin da aka tsara | Yana bayar da fadi na layin bayanan pixel a cikin byte - tun da wannan ana daidaita su da iyakar 4-byte. Saboda haka yana yiwuwa a sauri a tsallake wani layin hoto na musamman. Me ya sa wannan ƙimar ke ajiye daban, duk da cewa ana iya ƙididdige ta, ba a san shi ba. |
0x0004 | uint(32) | آفست | Yana nuna tazara ta farko a cikin Bitmap |
0x0008 | uint(32) | مَكَان | Yana bayar da tsayin hoton a cikin pixels |
0x000c | uint(32) | فَصَاحَة | Ka bayar da fadin hoton a cikin piksel |
0x0010 | uint(16) | نَوْع | Yana nuna irin hoton. A nan yana yiwuwa yana da alaka da Bitmask:
|
0x0012 | uint(16) | پاليٽ | Ya bayyana wacce palette daga fayil ɗin PRT za a yi amfani da ita |
Wannan tsarin bayanai na fayil ɗin PRT yana nuna yadda aka tsara bitmaps da aka yi amfani da su don sprites. Wadannan bitmaps suna aiki a matsayin wani ɓangare guda, wanda daga cikin su da dama ake haɗawa don yin wani yanayin animation na sprite.
Tabbatar da hoton da aka yi amfani da shi yana ɓoye a cikin
op2_art.BMP a cikin babban fayil na wasan.
Me ya sa wannan bitmap ɗin yana da header na RIFF-Bitmap (mai kusan zama daidai), ba a bayyana ba. Mai yiwuwa Outpost 2 yana amfani da APIs na tsarin don lodin hotuna, ta hanyar ɗaukar wannan header na ɗan lokaci da kuma maye gurbin filayen da suka dace da suke bambanta.
Bayyanann hoto suna cikin fayil ɗin BMP a matsayi Offset + uint32-Offset, wanda ake samunsa a cikin fayil ɗin BMP a adireshin 0x000A (RIFF-Bitmap-Datenoffset), don samun su - kuma suna nuna tsarin layi daga sama hagu zuwa dama ƙasa.
Hoton monochrome 1bpp ana iya zana su ta yadda launin 0 ke wakiltar cikakken bayyana, yayin da launin 1 ke wakiltar launin baki/guru mai ruwan sama, tun da hoton monochrome yawanci ana amfani da su don inuwa na motoci da gine-gine a cikin animations.
Domin haka, ana iya haɗa hotuna da yawa da aka riga aka yi.