DMA Format
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DMA Format
There is no image of a tileset in this format — upload one!
Format type | Tileset |
---|---|
Hardware | CGA, EGA, VGA |
Max tile count | Unlimited |
Palette | External |
Tile names? | No |
Minimum tile size (pixels) | N/A |
Maximum tile size (pixels) | N/A |
Plane count | 0 |
Plane arrangement | N/A |
Transparent pixels? | No |
Hitmap pixels? | No |
Metadata? | Name |
Supports sub-tilesets? | No |
Compressed tiles? | No |
Hidden data? | No |
Games |
The DMA Format stores information about the properties of tiles used in game maps. In Jill of the Jungle the file is called jill.dma and in Xargon it is called tiles.xr[123]. A DMA file is not used by Kiloblaster as its tiles are used for EGA backgrounds only, and do not require any properties.
File format
DMA files contain no header - just a list of entries repeated until the end of the file.
Tile entry
Each tile entry is arranged in the following structure:
Offset | Type | Description |
---|---|---|
0 | INT16LE code | Map code |
2 | UINT8 image | Index into the Shape collection (tileset) where the graphic is located |
3 | UINT8 tileset | Shape collection number |
4 | INT16LE flags | Tile properties |
6 | UINT8 lenName | Length in bytes of the name |
7 | char[lenName] name | Name of this element. |
The background layer in the map file contains a list of codes, which correspond to the code value above. This is used to look up which image to draw for each tile in the map layer.
Tile properties
These probably correspond to tile mapping table values from the map format but this hasn't been verified.