PRT · bei.pm

Published on 19/11/2015·Updated on 13/02/2025·English
This text was automated translated by OpenAI GPT-4o Mini.

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 0x00, it is also potentially conceivable that the number of palettes is simply a uint(32).

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.