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formats:frm16

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FRM16

There are at least two types - 64 and 68

Type 64 seems to be a trivial unencoded bitmap with some indices in the end. They are used e.g. for area minimaps.

Type 68 is some encoded format - RLE and possibly some JPEG compression [FIXME: add quote]

Format as deduced by Miloch:

Header (28 bytes)
Offset  Size  Description
0x00	2	 Signature (1032)
0x06	2	 Width in pixels (portraits = 90, areas = 779)
0x08	2	 Height in pixels (portraits = 111, areas = 330)
0x0a	2	 Unknown (variably 0, 1182, 1565, 2624, 3711, etc.)
0x0c	2	 Unknown (64 or 68)
0x10	4	 Data size (areas = 515496-514140 = 1356/54C)
0x24	4	 Data size (redundant)
0x28	x	 Image data (where x = Data size)
y	   z	 Index data? (where y = file size - (data size + 28)

They seem to be cached form of .FRM files (which in turn are created from .TGA files) to speed up loading. In some games (Ricochet) it's possible to delete them and they get recreated automatically. Since Lionheart does not have .FRM files, it probably would not work here. They reside in cache/ subdir, which supports the theory above.

[FIXME: quotes on FRM/FRM16 and JPEG-like compression] [FIXME: links to convertors by Balder, Miloch, …]

formats/frm16.1285195437.txt.gz · Last modified: 2010-09-22 22:43 by edheldil