Deathtrack Screen Format
| Format type | Image |
|---|---|
| Hardware | EGA, CGA |
| Colour depth | 4-bit (EGA) |
| Minimum size (pixels) | 320×200 |
| Maximum size (pixels) | 320×200 |
| Palette | Shared |
| Plane count | 1 |
| Transparent pixels? | No |
| Hitmap pixels? | No |
| Games |
.SCR files hold full-screen pictures: the dashboards (DASH0–2.SCR), the car selection screens (CAR1–3.SCR), CITYPIC.SCR and POSTWAR.SCR. The Activision logo screen in the file activisi uses the same chunk after a palette.
File format
An SCR: container has a single leaf chunk, BIN:. There is no INF: chunk – the size is fixed.
| Data type | Name | Description |
|---|---|---|
| UINT8 | method | Compression envelope |
| UINT32LE | decodedSize | Always 32000 |
| BYTE[32000] | pixels | 320×200 pixels, 4 bits per pixel, high nibble first, 160 bytes per row, top to bottom |
The game reads the data in blocks of whole rows and copies them to the display page. The SCR:VGA: chunk that the loader can look for is not present in any shipped file and is skipped on EGA.
The colours are indices into the active palette; pals.blk supplies the default one.
Source code
From re-deathtrack, the open-source browser port:
src/formats.js–images()docs/re/resources.md–loadScreen(1ff8:2fca)
Credits
This file format was reverse engineered by VorticonCmdr. 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!)