Bitmaps · bei.pm

Raitim long 19.11.2015·Uptade long 13.02.2025·Hiri Motu
Dis wanpela tok em i bin makim long OpenAI GPT-4o Mini.

Na dispela sait, ol deitformats i stap long teknikal analis bilong ol samting bilong Dynamix, Inc. na Sierra Entertainment.
Samting bilong tingting i stap long Activision Publishing, Inc.- / Activision Blizzard, Inc. na i stap long han bilong Microsoft Corp..

Ol infomesen i bin gat long Reverse Engineering na Datenanalyse bilong ol samting long arkiiving na interoparabelity wantaim ol istorikal data.
Ol i no yusim eni proprieta o konfidenchal spesifikesen.

Dispela geim i stap long gog.com long pekim olsem download.

Adr x0 x1 x2 x3 x4 x5 x6 x7 x8 x9 xA xB xC xD xE xF karakter
0x0000 -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- . . . . . . . . . . . . . . . .
0x0010 -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- . . . . . . . . . . . . . . . .
Pasa Taitai data Nama Tok Pisin
0x0000 uint(32) Wida bilong narakain

Gives the width of the pixel data lines in bytes - as these are aligned to the 4-byte boundaries.

This makes it quick to jump to a specific image line.

Why this value is stored separately, although it could be calculated, is unclear.
It may be an optimization for the render code.

0x0004 uint(32) Offset

Olia offset bilong nambis lain long bitmap

0x0008 uint(32) Taim

Givim height bilong piksa long pixel

0x000c uint(32) Waiwa

Oro iha piksela bilong piksa

0x0010 uint(16) Typ

Givim toktok bilong piksa. Dispela em i luk olsem bitmaske:

  • 0x04 i setim, sapos em i wanpela 1bpp grafik.
  • 0x40 i setim, sapos em i wanpela grafik we i mas mekim windowing.
0x0012 uint(16) Pallet

Ol i definitim, wanem palette long PRT file em i mas yusim

Dis data structure bilong PRT file i tokim olsem wanem bitmaps we i yusim bilong sprites i stap. Dis bitmaps i wok olsem wanpela komponen, we planti i join wantaim long wanpela animasyon frame bilong sprite.

Ol konkretn data bilong piksa i stap long op2_art.BMP long game directory.
Olsem wanem dispela bitmap file i gat wan (we i mostly stret) RIFF-bitmap header, i no klia. Liklik liklik, Outpost 2 i yusim system-APIs long load grafik, bai dispela header i tekim temparari na ol samting i save, i go long dispela samting i no same.

Ol pixel data i stap long BMP file long Position Offset + uint32-Offset, we i stap long BMP file long address 0x000A (RIFF-bitmap-data offset), i save long - na ol i yet i go long lain bilong ol piksa, i stat long hap up i go long hap daun.

Monochrome 1bpp grafik i ken soim olsem wanem, we kala 0 i wanpela transparensi, na kala 1 i wanpela halftam black/grey, olsem monochrome grafik i kasem olgeta long vehicle na building shadow long animasyon.

Olsem na yu ken wokim planti grafik wantaim.

Protectid housing module (Plymouth)