Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Jazz Graphics Pack | Doubble Dutch | JJ1 Level | 8 |
----------------------------------------------- Jazz Jackrabbit level tiles importer\exporter ----------------------------------------------- --------------- Usage: --------------- EXPORTER: -The directory must contain "pal.000", "ten.000" and a block file to read from. No files will be overwritten; the JAZZ directory is the best place -Enter the name of the block file you wish to extract -Data will be exported as an 8-bit bitmap IMPORTER -The directory must contain a bitmap to r from. No files should be overwritten -Enter the name of the tile bitmap to read from, and the names of the two background bitmaps. A BLOCKS.053 file will be created --------------------------------- Notes: --------------------------------- The last line of both background bitmaps is not displayed, the first line is repeated twice instead. This becomes obvious in most cases. The two background images can be any size, it is the palette that is transcripted. I just like the look of 32x356 bitmaps. Jazz likes multiples of 60 tiles (120, 180, 240 etc..) Anything different from a bitmap of n x 6 rows of 10 tiles each may cause big troubble. Jazz level masks work for 255 tiles, the most you can have --------------------------------- Block format: --------------------------------- Size of RLE block [Two bytes] RLE block [Compressed palette 1 used for tiles] Size of RLE block [Two bytes] RLE block [Compressed palette 2 background sky 1] Size of RLE block [Two bytes] RLE block [Compressed palette 3 background sky 2] Blocks [4 of these, variable size] - 'FULL' BLOCK: (Contains 60 tiles) 'ok' [Two byte long string signalling that up to 60 tile blocks will follow] -TILES: [Each one level tile] Size of RLE block [Two bytes] RLE block [Compressed 32x32 tile] - 'EMPTY' BLOCK: (Contains no data, these are thus at the end of the file) $20 $20
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