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	<updated>2026-05-14T05:01:56Z</updated>
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	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=SHA_Format&amp;diff=2250</id>
		<title>SHA Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=SHA_Format&amp;diff=2250"/>
		<updated>2008-12-04T10:43:39Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* Tile Set Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The SHA file contains all the graphical elements in the game, grouped in tile sets.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file starts with an array of 128 32-bit unsigned integers. Only the first half of these contain actual values. The second half are null. These numbers represent the position of the first byte, of each tile set in the file.&lt;br /&gt;
&lt;br /&gt;
The file continues with an array of 128 16-bit unsigned shorts. Again, only the first 64 contain values. These numbers represent the length, in bytes, of each respective tile set.&lt;br /&gt;
&lt;br /&gt;
The tile set objects start at byte 768, i.e. &amp;lt;b&amp;gt;((128 * 4) + (128 * 2))&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It is important to note that these values are stored little-endian. This means that for example the offset 768 is stored as the four bytes 00-03-00-00, not as 00-00-03-00. This is true for both offsets and lengths.&lt;br /&gt;
&lt;br /&gt;
=== Tile Set Objects ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||Number of tiles in the tile set.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, value is always 1.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, null seperator? Value is aways 0.&amp;lt;br&amp;gt;(For some reason, in the 6th tile set at 0x5700, all twelve tiles contain values 1-3)&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Colour mode?&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;Seems to define the number of colours used in the tile set.&amp;lt;br&amp;gt;3 = 8 specified colours from the palette&amp;lt;br&amp;gt;4 = 16 specified colours from the palette&amp;lt;br&amp;gt;8 = 256 colours (Full palette)&amp;lt;br&amp;gt;Anything else = 0 colours&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Type&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;Seems to define the type of tiles contained in the set&amp;lt;br&amp;gt;0 = Object&amp;lt;br&amp;gt;1 = Static&amp;lt;br&amp;gt;4 = Level Tile Set&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, null seperator? Value is aways 0.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Palette ====&lt;br /&gt;
&lt;br /&gt;
Following the tile set data is an array of colour values. Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectively, and then a null value. The array is as long as the number of colours, determined by the colour mode value. Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
&lt;br /&gt;
Following palette is the array of tile objects. Each tile starts with two single unsigned bytes, representing the width and height of the tile image. Next is a null byte.&lt;br /&gt;
There is then a string of bytes, as long as the image area &amp;lt;b&amp;gt;(width * height)&amp;lt;/b&amp;gt;. Each byte represents a pixel. The first byte is the pixel at 0, 0 and the last byte is the pixel at w, h. The byte&#039;s value maps to a colour in the tile set&#039;s colour palette.&lt;br /&gt;
&lt;br /&gt;
[[Category:Jill of the Jungle]]&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Graphics Files]]&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=SHA_Format&amp;diff=2249</id>
		<title>SHA Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=SHA_Format&amp;diff=2249"/>
		<updated>2008-12-04T10:25:32Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* Tile Set Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The SHA file contains all the graphical elements in the game, grouped in tile sets.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file starts with an array of 128 32-bit unsigned integers. Only the first half of these contain actual values. The second half are null. These numbers represent the position of the first byte, of each tile set in the file.&lt;br /&gt;
&lt;br /&gt;
The file continues with an array of 128 16-bit unsigned shorts. Again, only the first 64 contain values. These numbers represent the length, in bytes, of each respective tile set.&lt;br /&gt;
&lt;br /&gt;
The tile set objects start at byte 768, i.e. &amp;lt;b&amp;gt;((128 * 4) + (128 * 2))&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It is important to note that these values are stored little-endian. This means that for example the offset 768 is stored as the four bytes 00-03-00-00, not as 00-00-03-00. This is true for both offsets and lengths.&lt;br /&gt;
&lt;br /&gt;
=== Tile Set Objects ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||Number of tiles in the tile set.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, value is always 1.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, null seperator? Value is aways 0.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Colour mode?&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;Seems to define the number of colours used in the tile set.&amp;lt;br&amp;gt;3 = 8 specified colours from the palette&amp;lt;br&amp;gt;4 = 16 specified colours from the palette&amp;lt;br&amp;gt;8 = 256 colours (Full palette)&amp;lt;br&amp;gt;Anything else = 0 colours&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Type&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;Seems to define the type of tiles contained in the set&amp;lt;br&amp;gt;0 = Object&amp;lt;br&amp;gt;1 = Static&amp;lt;br&amp;gt;4 = Level Tile Set&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, null seperator? Value is aways 0.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Palette ====&lt;br /&gt;
&lt;br /&gt;
Following the tile set data is an array of colour values. Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectively, and then a null value. The array is as long as the number of colours, determined by the colour mode value. Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
&lt;br /&gt;
Following palette is the array of tile objects. Each tile starts with two single unsigned bytes, representing the width and height of the tile image. Next is a null byte.&lt;br /&gt;
There is then a string of bytes, as long as the image area &amp;lt;b&amp;gt;(width * height)&amp;lt;/b&amp;gt;. Each byte represents a pixel. The first byte is the pixel at 0, 0 and the last byte is the pixel at w, h. The byte&#039;s value maps to a colour in the tile set&#039;s colour palette.&lt;br /&gt;
&lt;br /&gt;
[[Category:Jill of the Jungle]]&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Graphics Files]]&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Talk:Jill_of_the_Jungle_Map_Format&amp;diff=2146</id>
		<title>Talk:Jill of the Jungle Map Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Talk:Jill_of_the_Jungle_Map_Format&amp;diff=2146"/>
		<updated>2008-03-16T04:35:34Z</updated>

		<summary type="html">&lt;p&gt;Dheim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tile mapping table ==&lt;br /&gt;
&lt;br /&gt;
Man, JotJ is confusing... According to the article, &amp;lt;tt&amp;gt;JILL.DMA&amp;lt;/tt&amp;gt; contains this:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16 iMapCode||ID used in map file&lt;br /&gt;
|-&lt;br /&gt;
|UINT16 iTileset||Index of tileset containing this tile&#039;s image&lt;br /&gt;
|-&lt;br /&gt;
|UINT16 iTile||Index into the tileset&lt;br /&gt;
|-&lt;br /&gt;
|UINT16 iFlags||Flags for this tile&lt;br /&gt;
|-&lt;br /&gt;
|UINT8 iLength||Length of tile name&lt;br /&gt;
|-&lt;br /&gt;
|char cName[iLength]||&amp;lt;tt&amp;gt;iLength&amp;lt;/tt&amp;gt; characters for the tile name.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
For the first entry, it starts like this: 00 00 / 00 47 / 01 02 / 01 30 / 14. This would mean the tile name is 0x14 = 20 bytes long. This does not look correct, because the next entry would be: 00 09 / 42 41 / 53 45 / 53 48 / 4F. Not only would this mean a name of 79 characters, but &amp;quot;coincidently&amp;quot; the bytes 42-41-53-45-53-48-4F correspond to the word BASESHO, which looks more like the name of a tile. If the first length would be 14 instead of 20, it makes more sense because then the first name would be BASETREE.&lt;br /&gt;
However, when you assume that is correct, the next entry only has 6 bytes instead of 8 before the length of the tile name.&lt;br /&gt;
&lt;br /&gt;
Just look at the file in a hex editor and it will probably be clearer than what I&#039;m trying to say.&lt;br /&gt;
&lt;br /&gt;
Does anyone have experience with this file who can maybe point out what is going on here? -- [[User:Spinal|Spinal]] 17:10, 15 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Hey Spinal,&lt;br /&gt;
&lt;br /&gt;
:I think I also had some trouble with this initially. I believe Malvineous wrote the inital notes on the [[Jill of the Jungle Map Format]] notes, based on his work from [[Xargon]]. But I had found Jill to be a little different to what was documented. However, I never got around to updating the notes.&lt;br /&gt;
&lt;br /&gt;
:I found that the first entry starts at byte 9th. I could never work out what the first 8 bytes are for. I also found that the data structure seems to be as follows:&lt;br /&gt;
&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16 iMapCode||ID used in map file.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8 iTile||Index into the tileset.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8 iTileset||Index of tileset containing this tile&#039;s image.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8 iType||The type of tile, e.g. Solid, Background, Climbable, etc.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8 iSomething||I have no idea what this byte refers to.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8 iLength||Length of tile name.&lt;br /&gt;
|-&lt;br /&gt;
|char cName[iLength]||&amp;lt;tt&amp;gt;iLength&amp;lt;/tt&amp;gt; characters for the tile name.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:So your first entry goes 14 00 / 00 / 5B / 31 / 00 / 08 / 42 / 41 / 53 / 45 / 54 / 52 / 45 / 45. So its basically Map code 0x0014, tile at index 0 in set 0x5B, of type 0x31, and the name string goes for 8 bytes, resulting in BASETREE. I hope this helps.&lt;br /&gt;
&lt;br /&gt;
:- [[User:Dheim|Daniel]] 04:35, 16 March 2008 (GMT)&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Talk:Jill_of_the_Jungle_Map_Format&amp;diff=2145</id>
		<title>Talk:Jill of the Jungle Map Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Talk:Jill_of_the_Jungle_Map_Format&amp;diff=2145"/>
		<updated>2008-03-16T04:35:19Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* Tile mapping table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tile mapping table ==&lt;br /&gt;
&lt;br /&gt;
Man, JotJ is confusing... According to the article, &amp;lt;tt&amp;gt;JILL.DMA&amp;lt;/tt&amp;gt; contains this:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16 iMapCode||ID used in map file&lt;br /&gt;
|-&lt;br /&gt;
|UINT16 iTileset||Index of tileset containing this tile&#039;s image&lt;br /&gt;
|-&lt;br /&gt;
|UINT16 iTile||Index into the tileset&lt;br /&gt;
|-&lt;br /&gt;
|UINT16 iFlags||Flags for this tile&lt;br /&gt;
|-&lt;br /&gt;
|UINT8 iLength||Length of tile name&lt;br /&gt;
|-&lt;br /&gt;
|char cName[iLength]||&amp;lt;tt&amp;gt;iLength&amp;lt;/tt&amp;gt; characters for the tile name.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
For the first entry, it starts like this: 00 00 / 00 47 / 01 02 / 01 30 / 14. This would mean the tile name is 0x14 = 20 bytes long. This does not look correct, because the next entry would be: 00 09 / 42 41 / 53 45 / 53 48 / 4F. Not only would this mean a name of 79 characters, but &amp;quot;coincidently&amp;quot; the bytes 42-41-53-45-53-48-4F correspond to the word BASESHO, which looks more like the name of a tile. If the first length would be 14 instead of 20, it makes more sense because then the first name would be BASETREE.&lt;br /&gt;
However, when you assume that is correct, the next entry only has 6 bytes instead of 8 before the length of the tile name.&lt;br /&gt;
&lt;br /&gt;
Just look at the file in a hex editor and it will probably be clearer than what I&#039;m trying to say.&lt;br /&gt;
&lt;br /&gt;
Does anyone have experience with this file who can maybe point out what is going on here? -- [[User:Spinal|Spinal]] 17:10, 15 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Hey Spinal,&lt;br /&gt;
&lt;br /&gt;
:I think I also had some trouble with this initially. I believe Malvineous wrote the inital notes on the [[Jill of the Jungle Map Format]] notes, based on his work from [[Xargon]]. But I had found Jill to be a little different to what was documented. However, I never got around to updating the notes.&lt;br /&gt;
&lt;br /&gt;
:I found that the first entry starts at byte 9th. I could never work out what the first 8 bytes are for. I also found that the data structure seems to be as follows:&lt;br /&gt;
&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16 iMapCode||ID used in map file.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8 iTile||Index into the tileset.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8 iTileset||Index of tileset containing this tile&#039;s image.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8 iType||The type of tile, e.g. Solid, Background, Climbable, etc.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8 iSomething||I have no idea what this byte refers to.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8 iLength||Length of tile name.&lt;br /&gt;
|-&lt;br /&gt;
|char cName[iLength]||&amp;lt;tt&amp;gt;iLength&amp;lt;/tt&amp;gt; characters for the tile name.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:So your first entry goes 14 00 / 00 / 5B / 31 / 00 / 08 / 42 / 41 / 53 / 45 / 54 / 52 / 45 / 45. So its basically Map code 0x0014, tile at index 0 in set 0x5B, of type 0x31, and the name string goes for 8 bytes, resulting in BASETREE. I hope this helps.&lt;br /&gt;
&lt;br /&gt;
:-[[User:Dheim|Dheim]] 04:35, 16 March 2008 (GMT)&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2108</id>
		<title>User talk:Malvineous</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2108"/>
		<updated>2008-03-06T02:48:19Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* Jill of the Jungle palette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wolfenstein 3D -&amp;gt; Wolfenstein 3-D ==&lt;br /&gt;
I&#039;ve corrected the infamous 3D tyop in the names of several Wolf3D-related pages; can you please delete the following ones?&lt;br /&gt;
&lt;br /&gt;
[[:Category:Wolfenstein 3D]] -&amp;gt; Superseded by [[:Category:Wolfenstein 3-D]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[:Image:Wolfenstein_3D.png]] -&amp;gt; Superseded by [[:Image:Wolfenstein_3-D.png]]&lt;br /&gt;
&lt;br /&gt;
Thanks :) --De Zeurkous (zeurkous@zeurcomp.nichten.info), Thu Nov 22 08:18:42 UTC 2007&lt;br /&gt;
&lt;br /&gt;
:Haha, you&#039;ve certainly been busy.  Don&#039;t forget that this wiki isn&#039;t meant to be an encyclopaedia of the games, its main purpose is documenting the file formats and editing tools that can be used with the games, as opposed to how the games behave without any mods, or what they might be called if you forget to change the title screen :-) -- [[User:Malvineous|Malvineous]] 11:14, 22 November 2007 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Nah, I haven&#039;t forgotten. As we&#039;re reinventing the wheel for a semi-virgin wiki, the naming and something static like the cheats seemed like a good place to start :) --De Zeurkous (zeurkous@nichten.info), Thu Nov 22 12:20:04 UTC 2007&lt;br /&gt;
&lt;br /&gt;
== Jill of the Jungle palette ==&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m currently working on a level viewer for [[Jill of the Jungle]] (maybe an editor later on). Some of the information I found here has been very useful, but there&#039;s one thing I&#039;m a bit stuck on. On the [[SHA Format]] page it says:&lt;br /&gt;
:&#039;&#039;Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectivley, and then a null value. [...] Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&#039;&#039;&lt;br /&gt;
However, it doesn&#039;t say anywhere where the palette can be found. Is it stored in the EXE file? I hope you can help me on this :)&lt;br /&gt;
&lt;br /&gt;
Regards, [[User:Spinal|Spinal]] 13:00, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately I didn&#039;t write the JotJ SHA page, and I haven&#039;t yet had the time to figure this out.  For Xargon I&#039;ve taken the quick and dirty route and used a screenshot from within DOSBox as the source of the palette, until I can figure out where the palette is located.  If you find this out, don&#039;t forget to update the page! :-) -- [[User:Malvineous|Malvineous]] 22:02, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Hey Spinal, sorry, I wrote the [[SHA Format]] page, so that was probably my bad. I wasn&#039;t able to find the palette either. I assume it&#039;s in the .EXE, however I spent a fair bit of time manually mapping it using a Wombat tool (http://www.szevvy.com/node/3). I was also writing a level viewer (initally in XHTML which turned out to be too slow, so then I moved to Flash 9). I tried to email you my findings, but the email bounced. I&#039;m not sure if they were 100% accurat, which is why I never added them to the documentation.&lt;br /&gt;
&lt;br /&gt;
::Hey Malvineous, it seems the Jill - [[DMA Format]] page has been removed. Do you have a log of what happened to it? I&#039;m sure it existed at some point.&lt;br /&gt;
&lt;br /&gt;
::- [[User:dheim|Daniel]] 20:00, 5 March 2008&lt;br /&gt;
&lt;br /&gt;
:::I don&#039;t ever remember seeing a DMA page - certainly there&#039;s nothing in the wiki logs about it being deleted or renamed.  Maybe you started working on it but never got around to saving it?  Or is it one of the Xargon pages that shares the same format as Jill?  (by the way, you can type &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to automatically put in the signature in these messages.) -- [[User:Malvineous|Malvineous]] 11:28, 5 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
::::Sorry, it must have been the stuff in the [[SHA Format]] page that I was thinking of. I may have added the link to the [[DMA Format]] page, and never expanded on it. - [[User:Dheim|Daniel]] 02:46, 6 March 2008 (GMT)&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2107</id>
		<title>User talk:Malvineous</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2107"/>
		<updated>2008-03-06T02:46:29Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* Jill of the Jungle palette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wolfenstein 3D -&amp;gt; Wolfenstein 3-D ==&lt;br /&gt;
I&#039;ve corrected the infamous 3D tyop in the names of several Wolf3D-related pages; can you please delete the following ones?&lt;br /&gt;
&lt;br /&gt;
[[:Category:Wolfenstein 3D]] -&amp;gt; Superseded by [[:Category:Wolfenstein 3-D]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[:Image:Wolfenstein_3D.png]] -&amp;gt; Superseded by [[:Image:Wolfenstein_3-D.png]]&lt;br /&gt;
&lt;br /&gt;
Thanks :) --De Zeurkous (zeurkous@zeurcomp.nichten.info), Thu Nov 22 08:18:42 UTC 2007&lt;br /&gt;
&lt;br /&gt;
:Haha, you&#039;ve certainly been busy.  Don&#039;t forget that this wiki isn&#039;t meant to be an encyclopaedia of the games, its main purpose is documenting the file formats and editing tools that can be used with the games, as opposed to how the games behave without any mods, or what they might be called if you forget to change the title screen :-) -- [[User:Malvineous|Malvineous]] 11:14, 22 November 2007 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Nah, I haven&#039;t forgotten. As we&#039;re reinventing the wheel for a semi-virgin wiki, the naming and something static like the cheats seemed like a good place to start :) --De Zeurkous (zeurkous@nichten.info), Thu Nov 22 12:20:04 UTC 2007&lt;br /&gt;
&lt;br /&gt;
== Jill of the Jungle palette ==&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m currently working on a level viewer for [[Jill of the Jungle]] (maybe an editor later on). Some of the information I found here has been very useful, but there&#039;s one thing I&#039;m a bit stuck on. On the [[SHA Format]] page it says:&lt;br /&gt;
:&#039;&#039;Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectivley, and then a null value. [...] Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&#039;&#039;&lt;br /&gt;
However, it doesn&#039;t say anywhere where the palette can be found. Is it stored in the EXE file? I hope you can help me on this :)&lt;br /&gt;
&lt;br /&gt;
Regards, [[User:Spinal|Spinal]] 13:00, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately I didn&#039;t write the JotJ SHA page, and I haven&#039;t yet had the time to figure this out.  For Xargon I&#039;ve taken the quick and dirty route and used a screenshot from within DOSBox as the source of the palette, until I can figure out where the palette is located.  If you find this out, don&#039;t forget to update the page! :-) -- [[User:Malvineous|Malvineous]] 22:02, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Hey Spinal, sorry, I wrote the SHA page, so that was probably my bad. I wasn&#039;t able to find the palette either. I assume it&#039;s in the .EXE, however I spent a fair bit of time manually mapping it using a Wombat tool (http://www.szevvy.com/node/3). I was also writing a level viewer (initally in XHTML which turned out to be too slow, so then I moved to Flash 9). I tried to email you my findings, but the email bounced. I&#039;m not sure if they were 100% accurat, which is why I never added them to the documentation.&lt;br /&gt;
&lt;br /&gt;
::Hey Malvineous, it seems the Jill - DMA page has been removed. Do you have a log of what happened to it? I&#039;m sure it existed at some point.&lt;br /&gt;
&lt;br /&gt;
::- [[User:dheim|Daniel]] 20:00, 5 March 2008&lt;br /&gt;
&lt;br /&gt;
:::I don&#039;t ever remember seeing a DMA page - certainly there&#039;s nothing in the wiki logs about it being deleted or renamed.  Maybe you started working on it but never got around to saving it?  Or is it one of the Xargon pages that shares the same format as Jill?  (by the way, you can type &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to automatically put in the signature in these messages.) -- [[User:Malvineous|Malvineous]] 11:28, 5 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
::::Sorry, it must have been the stuff in the SHA page. I may have added the link to the DMA page, and never expanded on it.  [[User:Dheim|Dheim]] 02:46, 6 March 2008 (GMT)&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2104</id>
		<title>User talk:Malvineous</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2104"/>
		<updated>2008-03-05T09:22:57Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* Jill of the Jungle palette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wolfenstein 3D -&amp;gt; Wolfenstein 3-D ==&lt;br /&gt;
I&#039;ve corrected the infamous 3D tyop in the names of several Wolf3D-related pages; can you please delete the following ones?&lt;br /&gt;
&lt;br /&gt;
[[:Category:Wolfenstein 3D]] -&amp;gt; Superseded by [[:Category:Wolfenstein 3-D]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[:Image:Wolfenstein_3D.png]] -&amp;gt; Superseded by [[:Image:Wolfenstein_3-D.png]]&lt;br /&gt;
&lt;br /&gt;
Thanks :) --De Zeurkous (zeurkous@zeurcomp.nichten.info), Thu Nov 22 08:18:42 UTC 2007&lt;br /&gt;
&lt;br /&gt;
:Haha, you&#039;ve certainly been busy.  Don&#039;t forget that this wiki isn&#039;t meant to be an encyclopaedia of the games, its main purpose is documenting the file formats and editing tools that can be used with the games, as opposed to how the games behave without any mods, or what they might be called if you forget to change the title screen :-) -- [[User:Malvineous|Malvineous]] 11:14, 22 November 2007 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Nah, I haven&#039;t forgotten. As we&#039;re reinventing the wheel for a semi-virgin wiki, the naming and something static like the cheats seemed like a good place to start :) --De Zeurkous (zeurkous@nichten.info), Thu Nov 22 12:20:04 UTC 2007&lt;br /&gt;
&lt;br /&gt;
== Jill of the Jungle palette ==&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m currently working on a level viewer for [[Jill of the Jungle]] (maybe an editor later on). Some of the information I found here has been very useful, but there&#039;s one thing I&#039;m a bit stuck on. On the [[SHA Format]] page it says:&lt;br /&gt;
:&#039;&#039;Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectivley, and then a null value. [...] Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&#039;&#039;&lt;br /&gt;
However, it doesn&#039;t say anywhere where the palette can be found. Is it stored in the EXE file? I hope you can help me on this :)&lt;br /&gt;
&lt;br /&gt;
Regards, [[User:Spinal|Spinal]] 13:00, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately I didn&#039;t write the JotJ SHA page, and I haven&#039;t yet had the time to figure this out.  For Xargon I&#039;ve taken the quick and dirty route and used a screenshot from within DOSBox as the source of the palette, until I can figure out where the palette is located.  If you find this out, don&#039;t forget to update the page! :-) -- [[User:Malvineous|Malvineous]] 22:02, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
Hey Spinal, sorry, I wrote the SHA page, so that was probably my bad. I wasn&#039;t able to find the palette either. I assume it&#039;s in the .EXE, however I spent a fair bit of time manually mapping it using a Wombat tool (http://www.szevvy.com/node/3). I was also writing a level viewer (initally in XHTML which turned out to be too slow, so then I moved to Flash 9). I tried to email you my findings, but the email bounced. I&#039;m not sure if they were 100% accurat, which is why I never added them to the documentation.&lt;br /&gt;
&lt;br /&gt;
Hey Malvineous, it seems the Jill - DMA page has been removed. Do you have a log of what happened to it? I&#039;m sure it existed at some point.&lt;br /&gt;
&lt;br /&gt;
- [[User:dheim|Daniel]] 20:00, 5 March 2008&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=SHA_Format&amp;diff=2103</id>
		<title>SHA Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=SHA_Format&amp;diff=2103"/>
		<updated>2008-03-05T09:12:46Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* Tile Set Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The SHA file contains all the graphical elements in the game, grouped in tile sets.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file starts with an array of 128 32-bit unsigned integers. Only the first half of these contain actual values. The second half are null. These numbers represent the position of the first byte, of each tile set in the file.&lt;br /&gt;
&lt;br /&gt;
The file continues with an array of 128 16-bit unsigned shorts. Again, only the first 64 contain values. These numbers represent the length, in bytes, of each respective tile set.&lt;br /&gt;
&lt;br /&gt;
The tile set objects start at byte 768, i.e. &amp;lt;b&amp;gt;((128 * 4) + (128 * 2))&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It is important to note that these values are stored little-endian. This means that for example the offset 768 is stored as the four bytes 00-03-00-00, not as 00-00-03-00. This is true for both offsets and lengths.&lt;br /&gt;
&lt;br /&gt;
=== Tile Set Objects ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||Number of tiles in the tile set.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, value is always 1.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, null seperator? Value is aways 0.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Colour mode?&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;Seems to define the number of colours used in the tile set.&amp;lt;br&amp;gt;3 = 8 colours&amp;lt;br&amp;gt;4 = 16 colours&amp;lt;br&amp;gt;Anything else = 0 colours&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Type&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;Seems to define the type of tiles contained in the set&amp;lt;br&amp;gt;0 = Object&amp;lt;br&amp;gt;1 = Static&amp;lt;br&amp;gt;4 = Level Tile Set&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, null seperator? Value is aways 0.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Palette ====&lt;br /&gt;
&lt;br /&gt;
Following the tile set data is an array of colour values. Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectivley, and then a null value. The array is as long as the number of colours, determined by the colour mode value. Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
&lt;br /&gt;
Following palette is the array of tile objects. Each tile starts with two single unsigned bytes, representing the width and height of the tile image. There is then a string of bytes, as long as the image area &amp;lt;b&amp;gt;(width * height)&amp;lt;/b&amp;gt;. Each byte represents a pixel. The first byte is the pixel at 0, 0 and the last byte is the pixel at w, h. The byte&#039;s value maps to a colour in the tile set&#039;s colour palette.&lt;br /&gt;
&lt;br /&gt;
[[Category:Jill of the Jungle]]&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Graphics Files]]&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=SHA_Format&amp;diff=2102</id>
		<title>SHA Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=SHA_Format&amp;diff=2102"/>
		<updated>2008-03-05T09:12:18Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* Tile Set Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The SHA file contains all the graphical elements in the game, grouped in tile sets.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file starts with an array of 128 32-bit unsigned integers. Only the first half of these contain actual values. The second half are null. These numbers represent the position of the first byte, of each tile set in the file.&lt;br /&gt;
&lt;br /&gt;
The file continues with an array of 128 16-bit unsigned shorts. Again, only the first 64 contain values. These numbers represent the length, in bytes, of each respective tile set.&lt;br /&gt;
&lt;br /&gt;
The tile set objects start at byte 768, i.e. &amp;lt;b&amp;gt;((128 * 4) + (128 * 2))&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It is important to note that these values are stored little-endian. This means that for example the offset 768 is stored as the four bytes 00-03-00-00, not as 00-00-03-00. This is true for both offsets and lengths.&lt;br /&gt;
&lt;br /&gt;
=== Tile Set Objects ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||Number of tiles in the tile set.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, value is always 1.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, null seperator? Value is aways 0.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Colour mode?&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;Seems to define the number of colours used in the tile set.&amp;lt;br&amp;gt;3 = 8 colours&amp;lt;br&amp;gt;4 = 16 colours&amp;lt;br&amp;gt;Anything else - 0 colours&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Type&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;Seems to define the type of tiles contained in the set&amp;lt;br&amp;gt;0 = Object&amp;lt;br&amp;gt;1 = Static&amp;lt;br&amp;gt;4 = Level Tile Set&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, null seperator? Value is aways 0.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Palette ====&lt;br /&gt;
&lt;br /&gt;
Following the tile set data is an array of colour values. Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectivley, and then a null value. The array is as long as the number of colours, determined by the colour mode value. Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
&lt;br /&gt;
Following palette is the array of tile objects. Each tile starts with two single unsigned bytes, representing the width and height of the tile image. There is then a string of bytes, as long as the image area &amp;lt;b&amp;gt;(width * height)&amp;lt;/b&amp;gt;. Each byte represents a pixel. The first byte is the pixel at 0, 0 and the last byte is the pixel at w, h. The byte&#039;s value maps to a colour in the tile set&#039;s colour palette.&lt;br /&gt;
&lt;br /&gt;
[[Category:Jill of the Jungle]]&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Graphics Files]]&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2101</id>
		<title>User talk:Malvineous</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2101"/>
		<updated>2008-03-05T09:00:49Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* Jill of the Jungle palette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wolfenstein 3D -&amp;gt; Wolfenstein 3-D ==&lt;br /&gt;
I&#039;ve corrected the infamous 3D tyop in the names of several Wolf3D-related pages; can you please delete the following ones?&lt;br /&gt;
&lt;br /&gt;
[[:Category:Wolfenstein 3D]] -&amp;gt; Superseded by [[:Category:Wolfenstein 3-D]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[:Image:Wolfenstein_3D.png]] -&amp;gt; Superseded by [[:Image:Wolfenstein_3-D.png]]&lt;br /&gt;
&lt;br /&gt;
Thanks :) --De Zeurkous (zeurkous@zeurcomp.nichten.info), Thu Nov 22 08:18:42 UTC 2007&lt;br /&gt;
&lt;br /&gt;
:Haha, you&#039;ve certainly been busy.  Don&#039;t forget that this wiki isn&#039;t meant to be an encyclopaedia of the games, its main purpose is documenting the file formats and editing tools that can be used with the games, as opposed to how the games behave without any mods, or what they might be called if you forget to change the title screen :-) -- [[User:Malvineous|Malvineous]] 11:14, 22 November 2007 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Nah, I haven&#039;t forgotten. As we&#039;re reinventing the wheel for a semi-virgin wiki, the naming and something static like the cheats seemed like a good place to start :) --De Zeurkous (zeurkous@nichten.info), Thu Nov 22 12:20:04 UTC 2007&lt;br /&gt;
&lt;br /&gt;
== Jill of the Jungle palette ==&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m currently working on a level viewer for [[Jill of the Jungle]] (maybe an editor later on). Some of the information I found here has been very useful, but there&#039;s one thing I&#039;m a bit stuck on. On the [[SHA Format]] page it says:&lt;br /&gt;
:&#039;&#039;Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectivley, and then a null value. [...] Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&#039;&#039;&lt;br /&gt;
However, it doesn&#039;t say anywhere where the palette can be found. Is it stored in the EXE file? I hope you can help me on this :)&lt;br /&gt;
&lt;br /&gt;
Regards, [[User:Spinal|Spinal]] 13:00, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately I didn&#039;t write the JotJ SHA page, and I haven&#039;t yet had the time to figure this out.  For Xargon I&#039;ve taken the quick and dirty route and used a screenshot from within DOSBox as the source of the palette, until I can figure out where the palette is located.  If you find this out, don&#039;t forget to update the page! :-) -- [[User:Malvineous|Malvineous]] 22:02, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
Hey Spinal, sorry, I wrote the SHA page, so that was probably my bad. I wasn&#039;t able to find the palette either, however, I did spend a fair bit of time manually mapping the colors, as I was also writing a level viewer (initally in XHTML which turned out to be too slow, so then I moved to Flash 9). I&#039;ll see if I can email you my findings, however, they may not be 100% complete, which is why I never added them to the documentation.&lt;br /&gt;
&lt;br /&gt;
Hey Malvineous, it seems the DMA page has been removed. Do you have a log of what happened to it? I&#039;m sure it existed at some point.&lt;br /&gt;
&lt;br /&gt;
- [[User:dheim|Daniel]] 20:00, 5 March 2008&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2100</id>
		<title>User talk:Malvineous</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2100"/>
		<updated>2008-03-05T08:59:57Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* Jill of the Jungle palette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wolfenstein 3D -&amp;gt; Wolfenstein 3-D ==&lt;br /&gt;
I&#039;ve corrected the infamous 3D tyop in the names of several Wolf3D-related pages; can you please delete the following ones?&lt;br /&gt;
&lt;br /&gt;
[[:Category:Wolfenstein 3D]] -&amp;gt; Superseded by [[:Category:Wolfenstein 3-D]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[:Image:Wolfenstein_3D.png]] -&amp;gt; Superseded by [[:Image:Wolfenstein_3-D.png]]&lt;br /&gt;
&lt;br /&gt;
Thanks :) --De Zeurkous (zeurkous@zeurcomp.nichten.info), Thu Nov 22 08:18:42 UTC 2007&lt;br /&gt;
&lt;br /&gt;
:Haha, you&#039;ve certainly been busy.  Don&#039;t forget that this wiki isn&#039;t meant to be an encyclopaedia of the games, its main purpose is documenting the file formats and editing tools that can be used with the games, as opposed to how the games behave without any mods, or what they might be called if you forget to change the title screen :-) -- [[User:Malvineous|Malvineous]] 11:14, 22 November 2007 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Nah, I haven&#039;t forgotten. As we&#039;re reinventing the wheel for a semi-virgin wiki, the naming and something static like the cheats seemed like a good place to start :) --De Zeurkous (zeurkous@nichten.info), Thu Nov 22 12:20:04 UTC 2007&lt;br /&gt;
&lt;br /&gt;
== Jill of the Jungle palette ==&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m currently working on a level viewer for [[Jill of the Jungle]] (maybe an editor later on). Some of the information I found here has been very useful, but there&#039;s one thing I&#039;m a bit stuck on. On the [[SHA Format]] page it says:&lt;br /&gt;
:&#039;&#039;Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectivley, and then a null value. [...] Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&#039;&#039;&lt;br /&gt;
However, it doesn&#039;t say anywhere where the palette can be found. Is it stored in the EXE file? I hope you can help me on this :)&lt;br /&gt;
&lt;br /&gt;
Regards, [[User:Spinal|Spinal]] 13:00, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately I didn&#039;t write the JotJ SHA page, and I haven&#039;t yet had the time to figure this out.  For Xargon I&#039;ve taken the quick and dirty route and used a screenshot from within DOSBox as the source of the palette, until I can figure out where the palette is located.  If you find this out, don&#039;t forget to update the page! :-) -- [[User:Malvineous|Malvineous]] 22:02, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
Hey Spinal, sorry, I wrote the SHA page, so that was probably my bad. I wasn&#039;t able to find the palette either, however, I did spend a fair bit of time manually mapping the colors, as I was also writing a level viewer (initally in XHTML which turned out to be too slow, so then I moved to Flash 9). I&#039;ll see if I can email you my findings, however, they may not be 100% complete, which is why I never added them to the documentation.&lt;br /&gt;
&lt;br /&gt;
Hey Malvineous, it seems the DMA page has been removed. Do you have a log of what happened to it? I&#039;m sure it existed at some point.&lt;br /&gt;
&lt;br /&gt;
[[User:dheim|Daniel]]&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2099</id>
		<title>User talk:Malvineous</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2099"/>
		<updated>2008-03-05T08:58:28Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* Jill of the Jungle palette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wolfenstein 3D -&amp;gt; Wolfenstein 3-D ==&lt;br /&gt;
I&#039;ve corrected the infamous 3D tyop in the names of several Wolf3D-related pages; can you please delete the following ones?&lt;br /&gt;
&lt;br /&gt;
[[:Category:Wolfenstein 3D]] -&amp;gt; Superseded by [[:Category:Wolfenstein 3-D]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[:Image:Wolfenstein_3D.png]] -&amp;gt; Superseded by [[:Image:Wolfenstein_3-D.png]]&lt;br /&gt;
&lt;br /&gt;
Thanks :) --De Zeurkous (zeurkous@zeurcomp.nichten.info), Thu Nov 22 08:18:42 UTC 2007&lt;br /&gt;
&lt;br /&gt;
:Haha, you&#039;ve certainly been busy.  Don&#039;t forget that this wiki isn&#039;t meant to be an encyclopaedia of the games, its main purpose is documenting the file formats and editing tools that can be used with the games, as opposed to how the games behave without any mods, or what they might be called if you forget to change the title screen :-) -- [[User:Malvineous|Malvineous]] 11:14, 22 November 2007 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Nah, I haven&#039;t forgotten. As we&#039;re reinventing the wheel for a semi-virgin wiki, the naming and something static like the cheats seemed like a good place to start :) --De Zeurkous (zeurkous@nichten.info), Thu Nov 22 12:20:04 UTC 2007&lt;br /&gt;
&lt;br /&gt;
== Jill of the Jungle palette ==&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m currently working on a level viewer for [[Jill of the Jungle]] (maybe an editor later on). Some of the information I found here has been very useful, but there&#039;s one thing I&#039;m a bit stuck on. On the [[SHA Format]] page it says:&lt;br /&gt;
:&#039;&#039;Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectivley, and then a null value. [...] Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&#039;&#039;&lt;br /&gt;
However, it doesn&#039;t say anywhere where the palette can be found. Is it stored in the EXE file? I hope you can help me on this :)&lt;br /&gt;
&lt;br /&gt;
Regards, [[User:Spinal|Spinal]] 13:00, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately I didn&#039;t write the JotJ SHA page, and I haven&#039;t yet had the time to figure this out.  For Xargon I&#039;ve taken the quick and dirty route and used a screenshot from within DOSBox as the source of the palette, until I can figure out where the palette is located.  If you find this out, don&#039;t forget to update the page! :-) -- [[User:Malvineous|Malvineous]] 22:02, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
Hey Spinal, sorry, I wrote the SHA page, so that was probably my bad. I wasn&#039;t able to find the palette either, however, I did spend a fair bit of time manually mapping the colors, as I was also writing a level viewer (initally in XHTML which turned out to be too slow, so then I moved to Flash 9). I&#039;ll see if I can email you my findings, however, they may not be 100% complete, which is why I never added them to the documentation. [[User:dheim|Daniel]]&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2098</id>
		<title>User talk:Malvineous</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2098"/>
		<updated>2008-03-05T08:57:36Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* Jill of the Jungle palette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wolfenstein 3D -&amp;gt; Wolfenstein 3-D ==&lt;br /&gt;
I&#039;ve corrected the infamous 3D tyop in the names of several Wolf3D-related pages; can you please delete the following ones?&lt;br /&gt;
&lt;br /&gt;
[[:Category:Wolfenstein 3D]] -&amp;gt; Superseded by [[:Category:Wolfenstein 3-D]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[:Image:Wolfenstein_3D.png]] -&amp;gt; Superseded by [[:Image:Wolfenstein_3-D.png]]&lt;br /&gt;
&lt;br /&gt;
Thanks :) --De Zeurkous (zeurkous@zeurcomp.nichten.info), Thu Nov 22 08:18:42 UTC 2007&lt;br /&gt;
&lt;br /&gt;
:Haha, you&#039;ve certainly been busy.  Don&#039;t forget that this wiki isn&#039;t meant to be an encyclopaedia of the games, its main purpose is documenting the file formats and editing tools that can be used with the games, as opposed to how the games behave without any mods, or what they might be called if you forget to change the title screen :-) -- [[User:Malvineous|Malvineous]] 11:14, 22 November 2007 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Nah, I haven&#039;t forgotten. As we&#039;re reinventing the wheel for a semi-virgin wiki, the naming and something static like the cheats seemed like a good place to start :) --De Zeurkous (zeurkous@nichten.info), Thu Nov 22 12:20:04 UTC 2007&lt;br /&gt;
&lt;br /&gt;
== Jill of the Jungle palette ==&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m currently working on a level viewer for [[Jill of the Jungle]] (maybe an editor later on). Some of the information I found here has been very useful, but there&#039;s one thing I&#039;m a bit stuck on. On the [[SHA Format]] page it says:&lt;br /&gt;
:&#039;&#039;Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectivley, and then a null value. [...] Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&#039;&#039;&lt;br /&gt;
However, it doesn&#039;t say anywhere where the palette can be found. Is it stored in the EXE file? I hope you can help me on this :)&lt;br /&gt;
&lt;br /&gt;
Regards, [[User:Spinal|Spinal]] 13:00, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately I didn&#039;t write the JotJ SHA page, and I haven&#039;t yet had the time to figure this out.  For Xargon I&#039;ve taken the quick and dirty route and used a screenshot from within DOSBox as the source of the palette, until I can figure out where the palette is located.  If you find this out, don&#039;t forget to update the page! :-) -- [[User:Malvineous|Malvineous]] 22:02, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
Hey Spinal, sorry, I wrote the SHA page, so that was probably my bad. I wasn&#039;t able to find the palette either, however, I did spend a fair bit of time manually mapping the colors, as I was also writing a level viewer (initally in XHTML which turned out to be too slow, so then I moved to Flash 9). I&#039;ll see if I can email you my findings, however, they may not be 100% complete, which is why I never added them to the documentation. [[User:dheim|dheim]]&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2097</id>
		<title>User talk:Malvineous</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2097"/>
		<updated>2008-03-05T08:57:12Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* Jill of the Jungle palette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wolfenstein 3D -&amp;gt; Wolfenstein 3-D ==&lt;br /&gt;
I&#039;ve corrected the infamous 3D tyop in the names of several Wolf3D-related pages; can you please delete the following ones?&lt;br /&gt;
&lt;br /&gt;
[[:Category:Wolfenstein 3D]] -&amp;gt; Superseded by [[:Category:Wolfenstein 3-D]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[:Image:Wolfenstein_3D.png]] -&amp;gt; Superseded by [[:Image:Wolfenstein_3-D.png]]&lt;br /&gt;
&lt;br /&gt;
Thanks :) --De Zeurkous (zeurkous@zeurcomp.nichten.info), Thu Nov 22 08:18:42 UTC 2007&lt;br /&gt;
&lt;br /&gt;
:Haha, you&#039;ve certainly been busy.  Don&#039;t forget that this wiki isn&#039;t meant to be an encyclopaedia of the games, its main purpose is documenting the file formats and editing tools that can be used with the games, as opposed to how the games behave without any mods, or what they might be called if you forget to change the title screen :-) -- [[User:Malvineous|Malvineous]] 11:14, 22 November 2007 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Nah, I haven&#039;t forgotten. As we&#039;re reinventing the wheel for a semi-virgin wiki, the naming and something static like the cheats seemed like a good place to start :) --De Zeurkous (zeurkous@nichten.info), Thu Nov 22 12:20:04 UTC 2007&lt;br /&gt;
&lt;br /&gt;
== Jill of the Jungle palette ==&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m currently working on a level viewer for [[Jill of the Jungle]] (maybe an editor later on). Some of the information I found here has been very useful, but there&#039;s one thing I&#039;m a bit stuck on. On the [[SHA Format]] page it says:&lt;br /&gt;
:&#039;&#039;Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectivley, and then a null value. [...] Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&#039;&#039;&lt;br /&gt;
However, it doesn&#039;t say anywhere where the palette can be found. Is it stored in the EXE file? I hope you can help me on this :)&lt;br /&gt;
&lt;br /&gt;
Regards, [[User:Spinal|Spinal]] 13:00, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately I didn&#039;t write the JotJ SHA page, and I haven&#039;t yet had the time to figure this out.  For Xargon I&#039;ve taken the quick and dirty route and used a screenshot from within DOSBox as the source of the palette, until I can figure out where the palette is located.  If you find this out, don&#039;t forget to update the page! :-) -- [[User:Malvineous|Malvineous]] 22:02, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
Hey Spinal, sorry, I wrote the SHA page, so that was probably my bad. I wasn&#039;t able to find the palette either, however, I did spend a fair bit of time manually mapping the colors, as I was also writing a level viewer (initally in XHTML which turned out to be too slow, so then I moved to Flash 9). I&#039;ll see if I can email you my findings, however, they may not be 100% complete, which is why I never added them to the documentation. [[User:dheim|Daniel]]&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2096</id>
		<title>User talk:Malvineous</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=2096"/>
		<updated>2008-03-05T08:56:59Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* Jill of the Jungle palette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wolfenstein 3D -&amp;gt; Wolfenstein 3-D ==&lt;br /&gt;
I&#039;ve corrected the infamous 3D tyop in the names of several Wolf3D-related pages; can you please delete the following ones?&lt;br /&gt;
&lt;br /&gt;
[[:Category:Wolfenstein 3D]] -&amp;gt; Superseded by [[:Category:Wolfenstein 3-D]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[:Image:Wolfenstein_3D.png]] -&amp;gt; Superseded by [[:Image:Wolfenstein_3-D.png]]&lt;br /&gt;
&lt;br /&gt;
Thanks :) --De Zeurkous (zeurkous@zeurcomp.nichten.info), Thu Nov 22 08:18:42 UTC 2007&lt;br /&gt;
&lt;br /&gt;
:Haha, you&#039;ve certainly been busy.  Don&#039;t forget that this wiki isn&#039;t meant to be an encyclopaedia of the games, its main purpose is documenting the file formats and editing tools that can be used with the games, as opposed to how the games behave without any mods, or what they might be called if you forget to change the title screen :-) -- [[User:Malvineous|Malvineous]] 11:14, 22 November 2007 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Nah, I haven&#039;t forgotten. As we&#039;re reinventing the wheel for a semi-virgin wiki, the naming and something static like the cheats seemed like a good place to start :) --De Zeurkous (zeurkous@nichten.info), Thu Nov 22 12:20:04 UTC 2007&lt;br /&gt;
&lt;br /&gt;
== Jill of the Jungle palette ==&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m currently working on a level viewer for [[Jill of the Jungle]] (maybe an editor later on). Some of the information I found here has been very useful, but there&#039;s one thing I&#039;m a bit stuck on. On the [[SHA Format]] page it says:&lt;br /&gt;
:&#039;&#039;Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectivley, and then a null value. [...] Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&#039;&#039;&lt;br /&gt;
However, it doesn&#039;t say anywhere where the palette can be found. Is it stored in the EXE file? I hope you can help me on this :)&lt;br /&gt;
&lt;br /&gt;
Regards, [[User:Spinal|Spinal]] 13:00, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately I didn&#039;t write the JotJ SHA page, and I haven&#039;t yet had the time to figure this out.  For Xargon I&#039;ve taken the quick and dirty route and used a screenshot from within DOSBox as the source of the palette, until I can figure out where the palette is located.  If you find this out, don&#039;t forget to update the page! :-) -- [[User:Malvineous|Malvineous]] 22:02, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Hey Spinal, sorry, I wrote the SHA page, so that was probably my bad. I wasn&#039;t able to find the palette either, however, I did spend a fair bit of time manually mapping the colors, as I was also writing a level viewer (initally in XHTML which turned out to be too slow, so then I moved to Flash 9). I&#039;ll see if I can email you my findings, however, they may not be 100% complete, which is why I never added them to the documentation. [[User:dheim|Daniel]]&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=SHA_Format&amp;diff=1909</id>
		<title>SHA Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=SHA_Format&amp;diff=1909"/>
		<updated>2007-10-28T01:02:05Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* File format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The SHA file contains all the graphical elements in the game, grouped in tile sets.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file starts with an array of 128 32-bit unsigned integers. Only the first half of these contain actual values. The second half are null. These numbers represent the position of the first byte, of each tile set in the file.&lt;br /&gt;
&lt;br /&gt;
The file continues with an array of 128 16-bit unsigned shorts. Again, only the first 64 contain values. These numbers represent the length, in bytes, of each respective tile set.&lt;br /&gt;
&lt;br /&gt;
The tile set objects start at byte 768, i.e. &amp;lt;b&amp;gt;((128 * 4) + (128 * 2))&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Set Objects ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||Number of tiles in the tile set.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, value is always 1.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, null seperator? Value is aways 0.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Colour mode?&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;Seems to define the number of colours used in the tile set.&amp;lt;br&amp;gt;3 - 8 colours&amp;lt;br&amp;gt;4 - 16 colours&amp;lt;br&amp;gt;Anything else - 0 colours&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Type&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;Seems to define the type of tiles contained in the set&amp;lt;br&amp;gt;0 - Object&amp;lt;br&amp;gt;1 - Static&amp;lt;br&amp;gt;4 - Level Tile Set&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, null seperator? Value is aways 0.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Palette ====&lt;br /&gt;
&lt;br /&gt;
Following the tile set data is an array of colour values. Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectivley, and then a null value. The array is as long as the number of colours, determined by the colour mode value. Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
&lt;br /&gt;
Following palette is the array of tile objects. Each tile starts with two single unsigned bytes, representing the width and height of the tile image. There is then a string of bytes, as long as the image area &amp;lt;b&amp;gt;(width * height)&amp;lt;/b&amp;gt;. Each byte represents a pixel. The first byte is the pixel at 0, 0 and the last byte is the pixel at w, h. The byte&#039;s value maps to a colour in the tile set&#039;s colour palette.&lt;br /&gt;
&lt;br /&gt;
[[Category:Jill of the Jungle]]&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Graphics Files]]&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=SHA_Format&amp;diff=1908</id>
		<title>SHA Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=SHA_Format&amp;diff=1908"/>
		<updated>2007-10-28T00:38:01Z</updated>

		<summary type="html">&lt;p&gt;Dheim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The SHA file contains all the graphical elements in the game, grouped in tile sets.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file starts with an array of 128 32-bit unsigned Integers. Only the first half of these contain actual values. The second half are null. These numbers represent the position of the first byte, of each tile set in the file.&lt;br /&gt;
&lt;br /&gt;
The file continues with an array of 128 16-bit unsigned shorts. Again, only the first 64 contain values. These numbers represent the length, in bytes, of each respective tile set.&lt;br /&gt;
&lt;br /&gt;
The tile set objects start at byte 768, i.e. &amp;lt;b&amp;gt;((128 * 4) + (128 * 2))&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Tile Set Objects ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||Number of tiles in the tile set.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, value is always 1.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, null seperator? Value is aways 0.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Colour mode?&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;Seems to define the number of colours used in the tile set.&amp;lt;br&amp;gt;3 - 8 colours&amp;lt;br&amp;gt;4 - 16 colours&amp;lt;br&amp;gt;Anything else - 0 colours&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Type&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;Seems to define the type of tiles contained in the set&amp;lt;br&amp;gt;0 - Object&amp;lt;br&amp;gt;1 - Static&amp;lt;br&amp;gt;4 - Level Tile Set&lt;br /&gt;
|-&lt;br /&gt;
|UINT8||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, null seperator? Value is aways 0.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Palette ====&lt;br /&gt;
&lt;br /&gt;
Following the tile set data is an array of colour values. Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectivley, and then a null value. The array is as long as the number of colours, determined by the colour mode value. Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
&lt;br /&gt;
Following palette is the array of tile objects. Each tile starts with two single unsigned bytes, representing the width and height of the tile image. There is then a string of bytes, as long as the image area &amp;lt;b&amp;gt;(width * height)&amp;lt;/b&amp;gt;. Each byte represents a pixel. The first byte is the pixel at 0, 0 and the last byte is the pixel at w, h. The byte&#039;s value maps to a colour in the tile set&#039;s colour palette.&lt;br /&gt;
&lt;br /&gt;
[[Category:Jill of the Jungle]]&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Graphics Files]]&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=SHA_Format&amp;diff=1906</id>
		<title>SHA Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=SHA_Format&amp;diff=1906"/>
		<updated>2007-10-27T00:23:27Z</updated>

		<summary type="html">&lt;p&gt;Dheim: New page: {{Stub}}  The SHA file contains all the graphical elements in the game, grouped in tile sets.  == File format ==  The file starts with an array of 128 unsigned Integers. Only half of these...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The SHA file contains all the graphical elements in the game, grouped in tile sets.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file starts with an array of 128 unsigned Integers. Only half of these contain actual values. The second half are 0 or null. These numbers represent the position of the first byte, of each tile sets in the file.&lt;br /&gt;
&lt;br /&gt;
The file continues with an array of 128 unsigned shorts. Again, only the first half contain values. These numbers represent the length, in bytes, of each respective tile set.&lt;br /&gt;
&lt;br /&gt;
The tile set objects start at byte 512.&lt;br /&gt;
&lt;br /&gt;
=== Tile Set Objects ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UByte||Number of tiles in the tile set.&lt;br /&gt;
|-&lt;br /&gt;
|UByte||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, value is always 1.&lt;br /&gt;
|-&lt;br /&gt;
|UByte||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, null seperator? Value is aways 0.&lt;br /&gt;
|-&lt;br /&gt;
|UByte||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UByte||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UByte||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UByte||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UByte||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UByte||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UByte||&amp;lt;i&amp;gt;Colour mode?&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;Seems to define the number of colours used in the tile set.&amp;lt;br&amp;gt;3 - 8 colours&amp;lt;br&amp;gt;4 - 16 colours&amp;lt;br&amp;gt;Anything else - 0 colours&lt;br /&gt;
|-&lt;br /&gt;
|UByte||&amp;lt;i&amp;gt;Type&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;Seems to define the type of tiles contained in the set&amp;lt;br&amp;gt;0 - Object&amp;lt;br&amp;gt;1 - Static&amp;lt;br&amp;gt;4 - Level Tile Set&lt;br /&gt;
|-&lt;br /&gt;
|UByte||&amp;lt;i&amp;gt;Unknown&amp;lt;/i&amp;gt;, null seperator? Value is aways 0.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Palette ====&lt;br /&gt;
&lt;br /&gt;
Following the tile set data is an array of colour values. Each array item contains 4 bytes, representing CGA, EGA and VGA, respectivley, and then a null value. The array is as long as the number of colours, determined by the colour mode value. Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&lt;br /&gt;
&lt;br /&gt;
==== Tiles ====&lt;br /&gt;
&lt;br /&gt;
Following palette is the array of tile objects. Each tile starts with two single UBytes, representing the width and height of the tile image. There is then a string of bytes, as long as the image area (width*height). Each byte represents a pixel. The first byte is the pixel at 0, 0 and the last byte is the pixel at w, h. The byte&#039;s value maps to a colour in the tile set&#039;s colour palette.&lt;br /&gt;
&lt;br /&gt;
[[Category:Jill of the Jungle]]&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Graphics Files]]&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Jill_of_the_Jungle&amp;diff=1905</id>
		<title>Jill of the Jungle</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Jill_of_the_Jungle&amp;diff=1905"/>
		<updated>2007-10-27T00:21:51Z</updated>

		<summary type="html">&lt;p&gt;Dheim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{GamePage}}&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
This section lists the major file formats used in the game.&lt;br /&gt;
&lt;br /&gt;
* [[CMF Format]] - game music is stored in the &amp;lt;tt&amp;gt;*.DDT&amp;lt;/tt&amp;gt; files&lt;br /&gt;
* [[CFG Format (Jill of the Jungle)|CFG Format]] - game configuration is stored in &amp;lt;tt&amp;gt;JILL?.CFG&amp;lt;/tt&amp;gt;&lt;br /&gt;
* [[MAC Format (Jill of the Jungle)|MAC Format]] - macros (level demos)&lt;br /&gt;
* [[DMA Format]] - Level tiles&lt;br /&gt;
* [[SHA Format]] - Graphics&lt;br /&gt;
* [[Jill of the Jungle Map Format]] - Levels are stored in &amp;lt;tt&amp;gt;*.JN&amp;lt;i&amp;gt;x&amp;lt;/i&amp;gt;&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;INTRO.JN&amp;lt;i&amp;gt;x&amp;lt;/i&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Saved games are just dumps of the entire level in its current state (so they&#039;re the same format as the [[Jill of the Jungle Map Format|actual levels]], stored in &amp;lt;tt&amp;gt;JN?SAVE.?&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Since the level files are used for a lot of different things, you can e.g. swap &amp;lt;tt&amp;gt;INTRO.JN1&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;1.JN1&amp;lt;/tt&amp;gt; and then when you load the first level you&#039;ll be playing the intro screen.&lt;br /&gt;
&lt;br /&gt;
[[Category:Epic Megagames]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Jill_of_the_Jungle&amp;diff=1889</id>
		<title>Jill of the Jungle</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Jill_of_the_Jungle&amp;diff=1889"/>
		<updated>2007-10-26T12:16:34Z</updated>

		<summary type="html">&lt;p&gt;Dheim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{GamePage}}&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
This section lists the major file formats used in the game.&lt;br /&gt;
&lt;br /&gt;
* [[CMF Format]] - game music is stored in the &amp;lt;tt&amp;gt;*.DDT&amp;lt;/tt&amp;gt; files&lt;br /&gt;
* [[CFG Format (Jill of the Jungle)|CFG Format]] - game configuration is stored in &amp;lt;tt&amp;gt;JILL?.CFG&amp;lt;/tt&amp;gt;&lt;br /&gt;
* [[MAC Format (Jill of the Jungle)|MAC Format]] - macros (level demos)&lt;br /&gt;
* [[DMA Format (Jill of the Jungle)|DMA Format]] - Level tiles&lt;br /&gt;
* [[SHA Format (Jill of the Jungle)|SHA Format]] - Graphics&lt;br /&gt;
* [[Jill of the Jungle Map Format]] - Levels are stored in &amp;lt;tt&amp;gt;*.JN&amp;lt;i&amp;gt;x&amp;lt;/i&amp;gt;&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;INTRO.JN&amp;lt;i&amp;gt;x&amp;lt;/i&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Saved games are just dumps of the entire level in its current state (so they&#039;re the same format as the [[Jill of the Jungle Map Format|actual levels]], stored in &amp;lt;tt&amp;gt;JN?SAVE.?&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Since the level files are used for a lot of different things, you can e.g. swap &amp;lt;tt&amp;gt;INTRO.JN1&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;1.JN1&amp;lt;/tt&amp;gt; and then when you load the first level you&#039;ll be playing the intro screen.&lt;br /&gt;
&lt;br /&gt;
[[Category:Epic Megagames]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Jill_of_the_Jungle&amp;diff=1888</id>
		<title>Jill of the Jungle</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Jill_of_the_Jungle&amp;diff=1888"/>
		<updated>2007-10-26T12:13:18Z</updated>

		<summary type="html">&lt;p&gt;Dheim: /* File formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{GamePage}}&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
This section lists the major file formats used in the game.&lt;br /&gt;
&lt;br /&gt;
* [[CMF Format]] - game music is stored in the &amp;lt;tt&amp;gt;*.DDT&amp;lt;/tt&amp;gt; files&lt;br /&gt;
* [[CFG Format (Jill of the Jungle)|CFG Format]] - game configuration is stored in &amp;lt;tt&amp;gt;JILL?.CFG&amp;lt;/tt&amp;gt;&lt;br /&gt;
* [[MAC Format (Jill of the Jungle)|MAC Format]] - macros (level demos)&lt;br /&gt;
* [[SHA Format (Jill of the Jungle)|SHA Format]] - Graphics&lt;br /&gt;
* [[Jill of the Jungle Map Format]] - Levels are stored in &amp;lt;tt&amp;gt;*.JN&amp;lt;i&amp;gt;x&amp;lt;/i&amp;gt;&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;INTRO.JN&amp;lt;i&amp;gt;x&amp;lt;/i&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Saved games are just dumps of the entire level in its current state (so they&#039;re the same format as the [[Jill of the Jungle Map Format|actual levels]], stored in &amp;lt;tt&amp;gt;JN?SAVE.?&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Since the level files are used for a lot of different things, you can e.g. swap &amp;lt;tt&amp;gt;INTRO.JN1&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;1.JN1&amp;lt;/tt&amp;gt; and then when you load the first level you&#039;ll be playing the intro screen.&lt;br /&gt;
&lt;br /&gt;
[[Category:Epic Megagames]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>Dheim</name></author>
	</entry>
</feed>