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IconData.md

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Icon data

The container ICON_DAT.AMB contains two sub-files 001 and 002. They hold the data for 2D map tiles. Both information and the tile graphics.

  • 001: World map
  • 002: Indoor maps

The tilesets also provide the player sprites.

Both tilesets have 250 tiles. But each tile can have multiple frames.

Offset Type Name Description
0000 Word Player sprite index The index of the player tile. For world map this is 237, for indoor maps it is 249.
0002 Byte[250] Frame counts Gives the number of frames for each tile (1 = single frame)
00FC Word[250] Image index Index of the first frame's image index
02F0 Long[250] Tile flags Tile Flags
06D8 Byte[250] Colors Most likely the colors of each tile displayed on the minimap (indices into the palette)
07D2 Palette Tile palette See Palettes
0814 Image[*] Images See below

Player tile

For the world map, the player tile marks the tile of the player while walking. Other travel methods follow behind:

  • +0: walking
  • +1: horseback
  • +2: raft
  • +3: boat
  • +4: disk
  • +5: eagles
  • +6: swimming

Images

See also: Pixmaps

Each image starts with a header of 3 words. The first word gives the width, the second the height and the third the bits per pixel.

Width and height are stored 1 lower than the real value. So a value of 0 means 1 and a value of 0xF means 16.

All tile graphics have a size of 16x16 and use 4 bits per pixel. So they all start with 00 0F 00 0F 00 04. I guess this is specified to work on different systems with the same format. I only document the Amiga version here!

After the header the image data follows. In case of the Amiga data each image uses 128 (0x80) bytes. 16x16 * 4 bits = 128 bytes. The format are bit planes like in Ambermoon. See here.