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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 [: add quote]
Format as deduced by Miloch:
Header (36 bytes)
Offset | Size | Description |
---|---|---|
0x00 | 2 | Signature (0x1032) |
0x02 | 2 | Anchor X ? |
0x04 | 2 | Anchor Y ? |
0x06 | 2 | Width in pixels (portraits = 90, areas = 779) |
0x08 | 2 | |
0x0a | 2 | Flags? Either 0 (normal) or 107 (immediate) |
0x0c | 2 | Type (64 or 68) |
0x0e | 2 | Unknown, possibly padding |
0x10 | 4 | Data size for opaque layer |
0x14 | 4 | Data size for % layer |
0x18 | 4 | Data size for % layer |
0x1c | 4 | Data size for % layer |
0x20 | 4 | Data size for % layer |
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.
[: quotes on FRM/FRM16 and JPEG-like compression] [: links to convertors by Balder, Miloch, …]