MAT Format
Jump to navigation
Jump to search
MAT Format
Format type | Tileset |
---|---|
Hardware | EGA |
Max tile count | 65536 |
Palette | Shared |
Tile names? | No |
Minimum tile size (pixels) | 0 |
Maximum tile size (pixels) | Unknown |
Plane count | 5 |
Plane arrangement | Unknown |
Transparent pixels? | Unknown |
Hitmap pixels? | No |
Metadata? | None |
Supports sub-tilesets? | No |
Compressed tiles? | Yes |
Hidden data? | No |
Games |
MAT Format files hold sprites and level tiles in Prehistorik.
File format
Header
Data type | Description |
---|---|
UINT16BE iCount | Number of images |
Image list
A number of image blocks immediately follow the signature byte, repeating iCount times:
Data type | Description |
---|---|
UINT16BE iWidth | Size of this sprite |
UINT16BE iHeight | Size of this sprite |
UINT16BE iSize | Length of image data |
BYTE cData[iSize] | Block of image data, iSize bytes long |
If iSize is zero, that means the image is not compressed and is drawn as-is. If iSize is non-zero, then iSize bytes should be read and decompressed with LBM Format decompression.
Credits
This file format was reverse engineered by Szevvy. 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!)