Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Jazz Graphics Pack | Doubble Dutch | JJ1 Level | 8 |
----------------------------------------------- Jazz Jackrabbit PANEL.000 importer\exporter ----------------------------------------------- --------------- Usage: --------------- EXPORTER: -The directory must contain 'amm.00', 'pan.000' and 'PANEL.000' to read from. No files will be overwritten; the JAZZ directory is the best place -When run, data will automatically be extracted -Data will be exported s two 8-bit bitmaps IMPORTER -The directory must contain two bitmaps of the right size to read data from -Enter the name of the two bitmaps you wish to use. A 'PANEL.000' file will be created, overwriting the existing file, if any --------------------------------- Notes: --------------------------------- The grey font characters are not used, only the yellow ones. They are of a fixed size that cannot be altered, in a fixed location. The program segments the decompressed panel file by location of the uncompressed data withint the block. This means that everything has a fixed size in order to fit together, this includes a vast amount of blank space. This blank space is added automatically. The palette used by the outputted bitmaps is the diamondus palette and is a reasonable representation of what the panel will look like. The panel only uses the default colors, though others can be used, but they will change between levels! --------------------------------- Panel format: --------------------------------- Size of RLE block [Two bytes] RLE block [Panel images] #First 17'600 bytes is 320x55 panel and panel font. #Next 11'904 bytes is six 1'984 byte 64x31 ammo blocks #Ammo blocks are stored as consecutive 64 byte lines #Each line consists of bytes from the 64 byte image as follows: #0,4,8...56,60 #1,5,9...57,61 #2,6,10..58,62 #3,7,11..59,63 #Remaining data is blank space apparently unused
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