PAL
Pal holds 16-color palettes.
Prior to .RPG format version 5, palette data was in BSAVE format. In version 5, it is now in a only-just-slightly different format, with an 16-byte header that actually means something instead of a 7 byte header that means nothing.
The actual palette data is in 16-byte records where each byte is the color index in the master palette. This data should be the same no matter if it follows a BSAVE header or a version 5 header.
Formal Specs[edit]
Data | Meaning |
---|---|
INT | Magic number 4444 (== 115c hex) |
INT | Index of last palette (number_of_palettes - 1) |
INT * 6 | Reserved, set to zero |
ARCHINYM.LMP
. ATTACK.BIN
. BINSIZE.BIN
. BROWSE.TXT
. DEFPAL#.BIN
. DEFPASS.BIN
. distrib.reld
. FIXBITS.BIN
. general.reld
. heroes.reld
. heroform.reld
. LOOKUP1.BIN
. MENUITEM.BIN
. MENUS.BIN
. PALETTES.BIN
. PLOTSCR.LST
. SFXDATA.BIN
. SLICELOOKUP.TXT
. slicetree_#_#.reld
. SONGDATA.BIN
. UICOLORS.BIN
Map Format :
E
. D
. L
. N
. P
. T
. Z
BAM
. DOR
. DOX
. DT0
. DT1
. DT6
. EFS
. FNT
. FOR
. GEN
. HSP
. HSZ
. ITM
. MAP
. MAS
. MN
. MXS
. PAL
. PT0 ... PT8
. RGFX
. SAY
. SHO
. SNG
. STF
. STT
. TAP
. TIL
. TMN
. VEH