The Riddle of Master Lu COD: Difference between revisions
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* The priority information is saved from the top left to the bottom right, line-wise. | * The priority information is saved from the top left to the bottom right, line-wise. | ||
* Each byte value represents one pixel of the background image. The game engine most probably can handle up to 8 depth layers, and each bit of the priority byte probably tells the engine which layer is in front of this pixel and which is in the back. This is just a guess, though. | * Each byte value represents one pixel of the background image. The game engine most probably can handle up to 8 depth layers, and each bit of the priority byte probably tells the engine which layer is in front of this pixel and which is in the back. This is just a guess, though. | ||
[[Category:File Format]] | |||
Latest revision as of 21:32, 21 January 2021
COD
COD files contain the depth (or priority) information of background images.
Format Specifications
// *.cod file
- uint16 {2} - Width
- uint16 {2} - Height
- byte {X} - Data
Notes and Comments
- Each *.cod file should correspond to a background image (*.tt) file.
- The priority information is saved from the top left to the bottom right, line-wise.
- Each byte value represents one pixel of the background image. The game engine most probably can handle up to 8 depth layers, and each bit of the priority byte probably tells the engine which layer is in front of this pixel and which is in the back. This is just a guess, though.