Reversing engenieering a graphic format
- From: "Canassa" <xizarr@xxxxxxxxxxx>
- Date: 9 Sep 2005 04:33:37 -0700
Hi,
I am trying to reverse engenieer some data formats from an old 1992
game called "Betrayal at Krondor" and I having some trouble with it's
graphic format. I already understand it's header format, but all the
graphic data is using a compressiom algorithim unknown to me.
This is an image file from the game (inside the zip):
http://www.geocities.com/trooper_files/files/g_lamut.zip
The first 25 bytes are header information, it stores information like
image width and height, compressed data size, uncompressed data size,
frames, etc. The 0xAE byte is the first byte of the compressed data.
The image uses a 8-bit pallete which means that the uncompressed image
probably uses only 1 byte for each pixel.
This is a in-game print-screen of the image:
http://img397.imageshack.us/my.php?image=krondor0013sk.png
I dumped all the pixels pallete index numbers from that png image into
this file:
http://www.geocities.com/trooper_files/files/saida.zip
This file is probably very similar to the uncompressed data.
I also made a few experimentes, I changed the first byte (0xAE) of the
compressed data to 0x05 then I changed the 5th pallete color to RED
(for better visualization). This is the result:
http://img390.imageshack.us/my.php?image=krondor0222vu.png
Since I don't understand much about compression, I thought this would
be the best place to ask for help :) I appreciate any kind of help,
advice, comments, etc.
Thanks,
Canassa
.
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