The Incredible Machine
Posted: May 13th, 2017, 5:29 pm
Hello, has anyone figured out the SCN format of the bitmaps?
All palettes have only 16 colors though they would have space for 256 ... only 16 are used in TIM, TIM2 and TEMIM. I know it's hard to believe but it's true. The compression used in SCN format is not very effective. They would have done a better job storing 2 pixels in 1 byte instead.
This is the in-game palette of TIM (the first color is transparent):

Here are two examples (formatted and commented in my hex editor):
PART23.BMP which is 16x16 and the SCN section contains 127 bytes of compressed data:

PART28.BMP is only 16x15 in size and the SCN section contains 137 bytes of compressed data:

The compressed stream seems to always end with 0 followed by 64.
I've modify the resource files to see how the sprites change in game but that did not reveal much because a lot changes by modifying a single byte.
Any hints appreciated, I've stared at these numbers for too long now already
movAX13h
All palettes have only 16 colors though they would have space for 256 ... only 16 are used in TIM, TIM2 and TEMIM. I know it's hard to believe but it's true. The compression used in SCN format is not very effective. They would have done a better job storing 2 pixels in 1 byte instead.
This is the in-game palette of TIM (the first color is transparent):

Here are two examples (formatted and commented in my hex editor):
PART23.BMP which is 16x16 and the SCN section contains 127 bytes of compressed data:

PART28.BMP is only 16x15 in size and the SCN section contains 137 bytes of compressed data:

The compressed stream seems to always end with 0 followed by 64.
I've modify the resource files to see how the sprites change in game but that did not reveal much because a lot changes by modifying a single byte.
Any hints appreciated, I've stared at these numbers for too long now already

movAX13h