nba-hangtime/DOC/LOADBG.DOC

61 lines
1.5 KiB
Plaintext
Raw Permalink Blame History

This file contains invisible Unicode characters!

This file contains invisible Unicode characters that may be processed differently from what appears below. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to reveal hidden characters.

This document is an addendum to the FAX document describing the layout
of the background files, *.bdb and *.bdd.
The primary concern of this addendum is to clear up an error in the
original document.
=========================================================================
The .BDB (Block) file layout is as described originally...
First line...
(ASCII) NAME xlength ylength zlength numMods numPals numBlocks
Module Definitions follow of the form...
(ASCII) NAME upper_lft_x lower_rt_x upper_lft_y lower_rt_y
(There are numMods of these)
Block Definitions follow of the form...
(ASCII) univ_Z univ_X univ_Y Hdr Palette
(There are numBlocks of these)
The .BDD (Data) file begins with an ASCII line
(ASCII) number_of_images
For each image there is a header
(ASCII) old_hdr width height big_pal
Image data and palette information follow.
========================================================================
There has been some confusion about the Hdr field in the
Block Definition. Also the original document stated that the
old_hdr field of the image header could be ignored. This is not so.
The Hdr field of the block definition will match the old_hdr field of
one of the image headers.
To find which image is associated with a block, you must scan
through the image headers until you find one whose old_hdr
field matches the Hdr field of the block you are working on.
The index of that header is the image index.