Downloads containing Notes.txt

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JJ1: Jazz Graphics PackFeatured Download Doubble Dutch JJ1 Level 8 Download file

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Jazz Jackrabbit 3d bouns sprites importer\exporter
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Usage:
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EXPORTER:
-The directory must contain 'pal.000' and the 'BONUS.000' file to read
from. No files will be overwritten; the JAZZ directory is the best place

-Data will auomatically be exported as 51 8-bit bitmaps; a series of sprite
bitmaps and a font bitmap

 
IMPORTER
-The directory must contain a series of bitmaps suitable for compression to
read from. The 'BONUS.000' file will be overwritten

-Compression is automatic. A series of sprite bitmaps will be read and the
file 'BONUS.000' will be created


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Notes:
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Masked sprites (The first 46) must be a multiple of 4 pixels across.
Unmasked sprites can be any size. If you try to make a masked sprite not
divisible by 4, Jazz will mash it up.

The importer will not ask for file names, it will expect 51 sprite bitmaps
(46 masked) and a font bitmap.

Sprites are extracted using the palette from BONUSY.000. The color 0 cannot
be used in a sprite as it is the transparent color; it is however possible
to edit masks so that the color 0 appears, but this is a lot of hassle for
one color, isn't it?

Sprites cannot be bigger than 252*252 or big troubble will occur.

There are a few 'placeholder' sprites in the bonus file. These are not used
except to make sure all the other sprite numbers are in order. You *can*
change these images without worry, but they're not used in-game. Note that
sprite 15 in the default bonus produces a bitmap that sometimes cannot be
opened. This is because the placeholder sprite is 0 pixels wide.

Anything not a bonus font character should be background, or it may get
included in the font and look messy.

The bonus font is used only in the bonus levels, and only using the bonus
palettes. This means that unlike the other fonts you can use any colors in
the palette you want and things shouldn't go too far wrong. It is not
masked like the other fonts, but aside from that, considerations are the
same.



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BONUS format:
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Number of characters [Two bytes, includes masked and unmasked sprites and
font characters]
Number of sprites    [Two bytes, incl masked and unmasked]

-MASKED SPRITES: [Default 46]
Image width      [Two bytes]
Image height     [Two bytes]
Number of masked pixels [Two bytes, = number of pixels in image NOT $00]
Mask size [Two bytes, this mask is stretched 4x wider to cover the whole
sprite]
Mask [Image of sprite squashed horizontal 4x. Consists of bytes between $00
and $0F as follows:          ]
     [Row 1 = 1, row 2 = 2, row 3 = 4 and row 4 = 8;                       
                             ]
     [To display the color of a byte on rows 1 and 3, but not 2 and 4, the
mask byte is 5 (4 + 1)        ]
     [Thus $00 shows no color and $0F always shows the color (1 + 2 + 4 +
8)                             ]
Mask color 1 [Row 1,5,9... of MASK colors, same size as number of masked
pixels since $00s aren't counted]
Mask color 2 [Row 2,6,10.. any pixel given $00 as a color is not maksed, in
this way the single mask     ]
Mask color 3 [Row 3,7,11.. becomes 4 different masks all mashed together
row after row into one          ]
Mask color 4 [Row 4,8,12.. single sprite                                   
                             ]
Pixel data as follows: [Transparent color is color 254, colors 255-6 are
not allowed.                    ]

-UNMASKED SPRITES [Default 5]
Image width        [Two bytes]
Image height       [Two bytes]
Unmasked indicator [Two bytes, ALWAYS $FF $FF to indicate no mask]
Image size         [Two bytes, height x width]
Pixel data         [Image, uses normal colors]

-FONT: [Default starts at 150358]
Character h spacing [Two bytes]
Character height [Two bytes]
Real width [= rows / 4 * height; Character is made of sets of 4 rows, the h
spacing means that   ]
           [a character '17' pixels (5x4 rows) wide is spaced so that the
left 3 rows are ignored]
           [by the next letter. It looks like the character is really 17
wide, but the three rows]
           [are still codd. You can see them at the end of the lines, if
you color them.        ]
Spacer [Two bytes]
Pixel data as follows: [Total size of each character is REAL number of rows
* height + 8]
Rows 1,5,9...
Rows 2,6,10..
Rows 3,7,11..
Rows 4,8,12..