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Fire Pro Returns Logo Data
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everything in this document is subject to change, especially since I don't know what I'm doing. | |
this assumes you've ripped the logo data from a FPR save file. the data for the first logo is at 0xC6010 with no edit | |
characters installed. your mileage may vary. I haven't been able to get past the save checksum yet (but I also haven't | |
really tried), so no editing yet. | |
0x0000-0x000F: some sort of header | |
0x0000: if this byte is 1, there is a logo here. otherwise, show "no data" | |
0x0001-0x000F: I have no idea!!! | |
[Jason Blackhart thinks this is garbage data; he zeroed it out and the game didn't complain, so I'm willing to agree] | |
0x0010-010F: color table (32 colors x 4 bytes = 128 bytes) | |
color data: first three bytes are a hex color. last byte is either 0x00 for transparent or 0x80 for opaque. | |
Values between 0x00 and 0x80 can be used, but only 0x00 and 0x80 can be accessed in-game. [Thanks to Jason Blackhart for that] | |
0x0110-EOF (16384 (or 0x4000) bytes): logo data (uses palette indexes $00-$3F) | |
Layers do not get saved, only the final/merged image. | |
iirc, the logos are 128x128px; I need to go confirm that |
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