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Here are some news of my current progress :
ILL_DATA.IDX Format :
- It's divided into 8bytes-wise indexblocks
- each indexblock defines a datablock in ILL_DATA.BIN
- each indexblock is formated like this :
-> [first 4 bytes] * 0x800 = Offset of datablock
-> [last 4 bytes] = Length of datablock
this gives us a total of 517 datablocks in ILL_DATA.BIN
many of these blocks are 0x202 bytes wide. I think these blocks are palette definition :
-> [first 2 bytes] = flag meaning that the datablock is defining the palette (seems to always be 0x104)
-> [remaining 512 bytes] = palette of 256 colors coded on 16 bits (RGB555)
the other blocks with variable size should be the pictures themselves, with 1 byte per pixel indexing the color in the palette
if i'm right about the palettes, then their 2 first bytes should also be a kind of flag (always 0x1?? but different from 0x104)
These flags must have a meaning, but i can't figure it out for now. If the pictures have different resolutions, they also should have their resolution stored somewhere, but it's still to be found
These infos are only what i could guess from browsing the files, so they may be inaccurate
if anyone has an idea about common sega encoding formats (or compression), please let us know
c ya
mandrix
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Yeah, that's basically about right. As far as compression is concerned, you'll have better luck just disassembling the main program and seeing if you can find anything from that. Even though the SBL contains a type of RLE compression, I have yet to see a game that uses the algorithm(as explained in one of the official docs, can't remember which one).
As for encoding formats, keep an eye out for 4BPP, 8BPP, and 15BPP.
I have a number of progams with source that basically work with those formats if you don't understand how they work:
http://members.lycos.co.uk/cyberwarriorx/...
check out macdecode for 8BPP and bm15bpp for 15BPP.
Cyber Warrior X |