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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 (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.

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

formats/frm16.1285403984.txt.gz · Last modified: 2010-09-25 08:39 by edheldil