21 July 2009, 19:19 | #1 |
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Finding which software was used for Captive internal graphics
I've got a little mystery that I'd like to be solved. A way of solving it could be to figure out which graphics editor was used by Captive's programmer. Unfortunately, after 19 years, he forgot. So, I'm hoping someone here can answer.
The internal graphics have a header to determine the bitmap type, read counts, size and number of bitplanes. These headers are not used by Captive itself. For example Code:
04,01,68,01 ; Graphic header 0007E000 ; ****** 00600E00 ; ** **** 019F8180 ; ** ****** ** 06FFFC60 ; ** ************** ** 0FFFFF30 ; ******************** ** 1F8FF198 ; ****** ******** ** ** 1FDFFBC8 ; ******* ********** **** * 3F07E1CC ; ****** ****** *** ** 3E8BD0E4 ; ***** * * **** * *** * 358DB164 ; ** * ** ** ** ** * ** * 378FF5E4 ; ** **** ******** * **** * 27A7F5E4 ; * **** * ******* * **** * 2727EDE4 ; * *** * ****** ** **** * 2727EDE4 ; * *** * ****** ** **** * 2673CCE4 ; * ** *** **** ** *** * |
24 June 2010, 12:16 | #2 |
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There's a very good chance he wrote a custom program that converted the gfx to the format he required!
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24 June 2010, 12:46 | #3 |
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Absolutely! Game graphics of this type are often made with programs such as DPaint. At this point you can do one of three things: 1) Write an IFF codec and use this in the game, 2) Write an IFF codec and convert the IFF files beforehand, and finally 3) Use an existing IFF to RAW converter.
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24 June 2010, 16:25 | #4 |
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I know how the game uses these graphics (see http://captive.atari.org/Technical/I...nternalGfx.php), but I'm just curious about the header because there are things I don't understand about byte 0 and 3. It doesn't matter that much anyway.
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24 June 2010, 16:46 | #5 |
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Well, it was you who defined that the header consists of "bitmap type, read counts, size and number of bitplanes". Where did you get this information from? Doesn't the source define what those fields mean?
Byte 3 is "number of bitplanes". Its meaning should be quit obvious. "Bitplane" is a common term in Amigaland. |
24 June 2010, 16:57 | #6 |
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Here's what I wrote in my reverse engineering document:
Apart from the graphic sets of 320 x 200 starting at 0x1f7b0, the remaining graphics use a header of 4 bytes. These headers are not used by the system, but could have been used by the application used to create the graphics. (b) Bitmap type 01 = Font. The first byte is part of the bitmap and indicates the width of the character.(b) Number of times to repeat the read operation (b) Number of bytes to read (excluding this header) (b) The first 4 bits indicates the number of bitplanes. The 7th bit is unknown and only used at 0x1abe8. So, I wanted to know what this value of 8 represent in the first byte and what the 7th bit of the last byte means. Captive's code doesn't use these headers, so it's not possible to know from there. |
24 June 2010, 17:16 | #7 |
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Its highly likely superflious data left over from the editor.
Alas, the only decent pixel pushers of the day would of been DPaint / PPaint that I can think of.... wasn't there a TruePaint package... or was I smoking some skany krack at the time? |
24 June 2010, 18:47 | #8 |
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I thought I saw a thread where the graphics had been ripped with GFXRip?
So once there edited and converted back to RAW with ARTPro maybe you still have to add the header? even though Captive doesnt use it? Last edited by Retro1234; 24 June 2010 at 18:57. Reason: ttttt |
25 June 2010, 16:55 | #9 |
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25 June 2010, 17:15 | #10 |
Ya' like it Retr0?
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@Akira
A good point PPaint wasn't out before 1990 I believe.. Heres a quick scan of my Apps directory - some graphics progs and release dates. Code:
Dpaint - 1985 DPaint 2 - 1987 DPaint 3 - 1989 Dpaint 4 - 1991 DPaint 4.5 - 1992 DPaint 5 - 1994 DPaint 5.2 - 1995 Deluxe PhotoLab - 1988 Deluxe PhotoLab 3 - 1988 (DEMO) Personal Paint v2.0 - 1992 Personal Paint v6.0 - 1994 Personal Paint v6.1 - 1994 Personal Paint v6.3 - 1994 Personal Paint v6.4 - 1995 Photon Paint - 1987 Photon Paint v2 - 1989 |
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