PRT · bei.pm
The file formats described on this page are based on the technical analysis of intellectual property by Dynamix, Inc. and Sierra Entertainment.
The intellectual property is now part of the Activision Publishing, Inc. / Activision Blizzard, Inc. estate and is currently owned by Microsoft Corp..
The information has been gathered through Reverse Engineering and Data Analysis for the purposes of archiving and interoperability with historical data.
No proprietary or confidential specifications were used.
The game is currently available for purchase as a download at gog.com.
Addr | x0 | x1 | x2 | x3 | x4 | x5 | x6 | x7 | x8 | x9 | xA | xB | xC | xD | xE | xF | char | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x0000 | 43 | 50 | 41 | 4c | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | C | P | A | L | . | . | . | . | . | . | . | . | . | . | . | . |
Offset | Data type | Designation | Explanation |
---|---|---|---|
0x0000 | uint(32) | Magic Bytes | |
0x0004 | uint(24) | Pallet length | Specifies, contrary to the normal block format, the number of palettes found in this file - not the length of the block in bytes. |
0x0007 | uint(8) | Flags | Probably, as usual, flags. However, I am not aware of any flags; since all the values I know correspond to |
I am not sure what PRT
stands for; one possibility might be 'Palette and Resource Table' - as this file, found as op2_art.prt in maps.vol, pertains to such a concept, or this would describe its function quite well.
This file contains a list of palettes, a table of all used bitmaps, all animation definitions, and a number of unknown data. It loosely follows the previous container format, as not all records adhere to this schema.
The CPAL
section (likely stands for Palette Container) encompasses only the palette data, indicating how many of the typically 1052-byte large 8-bit palettes are present.
The 1052-byte specification is not considered binding, as the palette format could potentially allow for different palette sizes. It only applies to the data set supplied with Outpost 2.
Following the palette lists, the bitmap list immediately follows without an introductory header; likewise, the animation lists follow directly after.
Both are each preceded by a uint(32) (or possibly uint24 + uint8 flags?) that contains the number of records.