Captain Comic Sprite Format
Format type | Tileset |
---|---|
Hardware | EGA |
Max tile count | Unlimited |
Palette | Default EGA |
Tile names? | No |
Minimum tile size (pixels) | 16×16 |
Maximum tile size (pixels) | 16×16 |
Plane count | 5 |
Plane arrangement | Tile-planar |
Transparent pixels? | Yes |
Hitmap pixels? | No |
Metadata? | None |
Supports sub-tilesets? | No |
Compressed tiles? | No |
Hidden data? | No |
Games |
The Captain Comic Sprite Format stores the images used for drawing animated creatures in *.SHP. All frames in each image are fixed as 16×16 pixels in size. The format is very similar to the Captain Comic Tileset Format.
File format
The file has no header - the first frame's data starts right at the beginning of the file. Each frame is 160 bytes in length.
The frames are 16-colour images, split into five planes (see Raw_EGA_data#Planar_EGA_data). Each image is stored one after the other (no header.) The planes within each image are ordered with blue first, followed by green, red, intensity and opacity last. 32 bytes per plane multipled by five planes gives 160 bytes per frame.
As each image is entirely contained within the 160 bytes, the offset of a given frame can be calculated as
offset = tile * 160
Tools
The following tools are able to work with files in this format.
Name | Platform | View images in this format? | Convert/export to another file/format? | Import from another file/format? | Access hidden data? | Edit metadata? | Notes |
---|---|---|---|---|---|---|---|
Camoto | Linux/Windows | Yes | Yes | Yes | N/A | N/A |
Credits
This file format was reverse engineered by Malvineous. If you find this information helpful in a project you're working on, please give credit where credit is due. (A link back to this wiki would be nice too!)