G2F (format pliku)

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Format pliku G2F jest przeznaczony dla programu Graph2Font. Autor z lenistwa uprościł go maksymalnie, przez co objętość plików G2F jest dosyć spora, średnio 160 kB. Duża objętość i podatność na kompresję wynika głównie z tego, że jest to zrzut pamięci zarezerwowanej na tablice używane przez G2F. W ostatnich wersjach programu umożliwiona została kompresja plików G2F.

Pliki kompresowane są przy pomocy ogólnie dostępnej biblioteki ZLIB, posiadają wówczas nagłówek G2FZLIB.

G2F file format
---------------

length		type	desc
------		----	----
1		BYTE	SCRW Screen Width (32, 40, 48)
1		BYTE	bit 0-2	Pixel (1,2,4)
			bit 3-7	Charset Compress ($80-Normal, $40-Optymizing, $20-Original, $10-JGP, $08-JGP2)

1		BYTE	bit 0-6	CHRC Charset Count
			bit 7	(0=old raster program, 1=new raster program)

SCRW*30		BYTE	Screen and Invers Data

(CHRC+1)*1024	BYTE	Charsets Data

30		BYTE	bit 0-6	Charsets Table
			bit 7	newFnt

256		BYTE	Bitmap Colors - Background
256		BYTE	Bitmap Colors - Color 0
256		BYTE	Bitmap Colors - Color 1
256		BYTE	Bitmap Colors - Color 2
256		BYTE	Bitmap Colors - Color 3

256		BYTE	PMG Colors - Player Missile 0
256		BYTE	PMG Colors - Player Missile 1
256		BYTE	PMG Colors - Player Missile 2
256		BYTE	PMG Colors - Player Missile 3

256		WORD	PMG_INFO - Player 0
			bit 12-15  PMG Priority

256		WORD	PMG_INFO - Missile 0

256		WORD	PMG_INFO - Player 1
			bit 12	 - 5th Player (0=disabled, 1=enabled)
			bit 13	 - Multicolor PMG (0=disabled, 1=enabled)

256		WORD	PMG_INFO - Missile 1

256		WORD	PMG_INFO - Player 2
256		WORD	PMG_INFO - Missile 2

256		WORD	PMG_INFO - Player 3
256		WORD	PMG_INFO - Missile 3

256		BYTE	Player0	DATA
256		BYTE	Missile0 DATA

256		BYTE	Player1	DATA
256		BYTE	Missile1 DATA

256		BYTE	Player2	DATA
256		BYTE	Missile2 DATA

256		BYTE	Player3	DATA
256		BYTE	Missile3 DATA

1		BYTE	unused

240*290		BYTE	Sprajt
			bit 0 - Player0
			bit 1 - Missile0
			bit 2 - Player1
			bit 3 - Missile1
			bit 4 - Player2
			bit 5 - Missile2
			bit 6 - Player3
			bit 7 - Missile3

240*290		BYTE	SprajtX
			bit 0 - Player0
			bit 1 - Missile0
			bit 2 - Player1
			bit 3 - Missile1
			bit 4 - Player2
			bit 5 - Missile2
			bit 6 - Player3
			bit 7 - Missile3

256		BYTE	BUFF [0..255]
			BUFF [1]	bit 0-2 (1=GED+, 2=DLI, 3=GED-)
					bit 6 (0=DLI, 1=DLI+)
					bit 7 (0=GED+, 1=GED+ disabled badlines)

240*12*2	WORD	RASTER_PROGRAM

30		BYTE	Graphics Mode (1,2,4,255)

210		BYTE	unused

16		BYTE	BUFF [0..15]
			raster_ofset = BUFF[0]-8

1		BYTE	CHARSET LIMITATIONS - LAST CHAR

256		BYTE	Lock Colors - Background
256		BYTE	Lock Colors - Color 0
256		BYTE	Lock Colors - Color 1
256		BYTE	Lock Colors - Color 2
256		BYTE	Lock Colors - Color 3

1		BYTE	unused

1		BYTE	Video Chipset [0..2]
			[0] = 0 - ANTIC+GTIA, 1 - ANTIC+VBXE
			[1] = color map cell width
			[2] = color map cell height

48*240		BYTE	VBXE Colors Map

1		BYTE	CHARSET LIMITATIONS - FIRST CHAR

SCRW*30		BYTE	Invers2 Data (DLI+)

30		BYTE	Table2 Data (DLI+)

128		BYTE	Charset limitations

240		WORD	RASTER_PROGRAM (line offset)

1		BYTE	unused (1)



PMG_INFO
--------

bit 0-6		Horizontal Position
bit7		(0-enabled PMG, 1-disabled PMG)

bit 8-11	PMG Size


RASTER_PROGRAM
--------------
bit 0-7		Code:

		$00-NOP				(0,2,3,4..36 cycle)
		$01-LDA#, $02-LDX#, $03-LDY#	(2 cycle)
		$41-LDA0, $42-LDX0, $43-LDY0	(3 cycle)
		$61-LDA, $62-LDX, $63-LDY	(4 cycle)
		$81-STA, $82-STX, $83-STY)	(4 cycle)

bit 8-15	Value (0..255)
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