----------------------------- EFFECT PACKETS (4 bytes each) ----------------------------- Offsets: 251000 - 251200 Byte 0 2bpp palette index (out of 4 total) each animation packet contains 4 2bpp palettes Byte 1 animation packet * 3 + 0x252C00 = offset of animation packet pointer Byte 2 X offset from right Byte 3 Y offset from bottom ----------------- EFFECT ANIMATIONS ----------------- Offsets: 330000 - 34FFFF This data seems to follow a somewhat similar format to sprite animations. It has a set of molds and a set of sequences, but also contains a palette pointer and simple animation effects (like fading). Byte 1,0 total length of all spell data (gfx, palettes, molds, etc.) Byte 3,2 graphics pointer Byte 5,4 palette set pointer (set contains 4 palettes) Byte 7,6 sequence set pointer Byte 1,0 pointer to seqeunce 0 Byte 0 frame duration Byte 1 mold (00 = end of animation) Byte 3,2 pointer to sequence 1 Byte 5,4 etc... (0000 = end of set) Byte 9,8 mold set pointer Byte 1,0 pointer to mold 0 (see EFFECT MOLD DATA FORMAT below) Byte 3,2 etc... Byte 11,10 ... Byte 12 molds width (in 16x16 tiles) Byte 13 molds height (in 16x16 tiles) Byte 15,14 codec type (0 = 4bpp, 1 = 2bpp) Byte 17,16 tileset pointer Order of data: 1. Graphics 2. Palettes 3. Tileset 4. Sequences 5. Molds MOLD DATA FORMAT ---------------- each byte is a 16x16 tile # (except for the value 0xFE, explained later) if the height is 12 and the width is 4 then it will draw 48 tiles there is nothing that tells it to stop reading tiles, it just draws them until it draws (molds width * molds height) # of tiles bit desc -------------- 0-5 tile # (in the tileset) 6 mirror 7 invert 0xFE is followed by two bytes: 1st byte: the tile # to fill the following tiles with 2nd byte: the number of tiles to fill up this is most often used to fill up with empty tiles (ie. 0xFE 0xFF 0x??) 0xFF is the tile # for an empty tile TILESET FORMAT -------------- There are SIXTEEN 8x8 tiles per row (ie. EIGHT 16x16 tiles per row, not sixteen like the levels) Each 8x8 tile is 2 bytes. The tileset can be as large as necessary, with 0xFFFF being the end marker. GRAPHICS FORMAT --------------- Graphics are 2bpp format (as are the palettes).