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How do you have an image larger than 256? xD
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Each of these values is stored on a "Word" length - ie two bytes - giving you maximum dimensions of 65536x65536 pixels.
Note that the byte order is reverse compared to how you'd convert them, ie if you wanted to write 64FF (25855) as the value, you'd write it as FF 64 . Offset 08 pairs with 09, 0A with 0B and 42 with 43. Note that PCX is not the ideal format to convert into - some image data could be distorted if the pixel values match tags used by RLE compression - but it's simple and straight-forward enough to be used for testing. It's worth noting that with 1 byte per pixel a palletized (but otherwise uncompressed) 320x240 image would occupy over 70 kb. It's very unlikely you'll find sprites anywhere near that size, of course. |
Somehow... this is a jeep XD
I imagine the weird dealy at the bottom is the pallet for that particular frame... I could be wrong though. I *think* I see a possibility of something in that image... I just don't know how I should adjust it... http://img32.imageshack.us/img32/1729/jeep.png I'm getting further with this than I thought I would xD being computer illiterate and all :tongue: |
Judging from the picture, would you say they aren't using a compressed format? Just a pallet for each sprite frame?
Got any other image formats worth a look? One thing I think would be very handy is if a graphic editing program could "push" the pixels sideways to see if they line up at a certain point. If I knew how, I'd make a program that creates a picture out of raw data. |
i don't think that "pushing" is sufficient
notice that image is made of gray pixels no top while there's some color data on bottom, it's probably more complicated |
The most important thing is getting the palette right - then you can experiment with dimensions of the image data to your heart's content.
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I'll leave it up to you, I know nothing of this stuff XD
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I give up, It's easier just to make my own sprites, these suck anyways. :zzz:
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