MAT Format
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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!)
