Author of this documentation: Kentaro.k-21
The entry is an item stored in ENT1 format (check ENT1 section at Technical Documentation - File Formats - Data Files).
XX = Entry category
YY = Entry index
ZZ = Entry type
AA = Entry name 1st byte.
BB = Entry name 2nd byte.
CC = Entry name 3rd byte.
A color representation. 4 bytes per palette entry.
I = Index
R = Red intensity
G = Green intensity
B = Blue intensity
They are all known image formats. Each of DM2 versions supports some of them.
Short name | Format name | Spec | Notes |
---|---|---|---|
C4 | IMG3,4,7,8 | 4bpp, compressed | 3=little&full 4=big&full 7=little&differential 8=big&differential Note: DM2 Sega, PC Beta, FM-Towns versions don't contain image palette at image's suffix. Other versions contain. |
U4 | IMG6 | 4bpp, uncompressed | 6=little |
C8 | IMG9 | 8bpp, compressed | 9=little |
U8 | IMG? | 8bpp, uncompressed |
Each of DM2 versions has different palette management due to hardware limitation.
Although images have palette, it seems not to be used.
Instead, there are IRGB palettes which depends on scene.
Known palettes:
Scene | Palette in entry... | Application | Palettes list |
---|---|---|---|
Inventory interface | entry 01 00 09 00 04 FF | Full screen | 246 Interface - Main Screen, 0, b1="00" b2="04" b3="FF" => 16 colors |
? | entry 01 00 09 01 04 FF | ? | 245 Interface - Main Screen, 0, b1="01" b2="04" b3="FF" => 16 colors, all black |
--- | |||
Credits paper? | entry 05 00 09 01 04 00 | Full screen | 214 Main Menu and Credits, 0, b1="01" b2="04" b3="00" => 16 colors |
Main menu | entry 05 00 09 04 04 00 | Full screen | 215 Main Menu and Credits, 0, b1="04" b2="04" b3="00" => 16 colors |
? | entry 05 00 09 05 04 00 | ? | 212 Main Menu and Credits, 0, b1="05" b2="04" b3="00" => 16 colors |
? | entry 05 00 09 06 04 00 | ? | 213 Main Menu and Credits, 0, b1="06" b2="04" b3="00" => 16 colors |
--- | |||
0: Blue zone | entry 08 00 09 00 04 00 | Dungeon viewport | 2346 Dungeon Graphics, 0, b1="00" b2="04" b3="00" => 16 colors + 5*16 colors for light gradient |
1: Outside | entry 08 01 09 00 04 00 | Dungeon viewport | 2319 Dungeon Graphics, 1, b1="00" b2="04" b3="00" => 16 colors + 5*16 colors for light gradient |
2: Cave | entry 08 02 09 00 04 00 | Dungeon viewport | 2176 Dungeon Graphics, 2, b1="00" b2="04" b3="00" => 16 colors + 5*16 colors for light gradient |
3: Interior | entry 08 03 09 00 04 00 | Dungeon viewport | 2117 Dungeon Graphics, 3, b1="00" b2="04" b3="00" => 16 colors + 5*16 colors for light gradient |
4: Skullkeep roof | entry 08 04 09 00 04 00 | Dungeon viewport | 2280 Dungeon Graphics, 4, b1="00" b2="04" b3="00" => 16 colors + 5*16 colors for light gradient |
5: Mist | entry 08 05 09 00 04 00 | Dungeon viewport | 2245 Dungeon Graphics, 5, b1="00" b2="04" b3="00" => 16 colors + 5*16 colors for light gradient |
--- | |||
Flutter wheel | entry 09 51 09 0A 04 00 | ? | 2823 Wall Decorations, 81, b1="0A" b2="04" b3="00" => 6 or 16 colors |
Sleep machine | entry 09 5B 09 09 04 00 | ? | 2586 Wall Decorations, 91, b1="09" b2="04" b3="00" => 6 or 16 colors |
Sleep machine | entry 09 5B 09 0A 04 00 | ? | 2585 Wall Decorations, 91, b1="0A" b2="04" b3="00" => 6 or 16 colors |
? | none | ? | 1 RAW data before: 2435 |
Shop vendor panel | entry 09 72 09 0A 04 00 | ? | 2433 Wall Decorations, 114, b1="0A" b2="04" b3="00" => 6 or 16 colors |
--- | |||
? | none | ? | 4 RAW data before: 3377, 3378, 3356, 3353 |
Power crystal | entry 0F 11 09 09 04 00 | ? | 4226 Creatures, 17, b1="09" b2="04" b3="00" => 6 or 16 colors |
? | none | ? | 4 RAW data before: 3487, 3488, 3402, 3486 |
Archer-guard | entry 0F 1D 09 09 04 00 | ? | 3474 Creatures, 29, b1="09" b2="04" b3="00" => 6 or 16 colors |
Archer-guard | entry 0F 1D 09 0A 04 00 | ? | 3473 Creatures, 29, b1="0A" b2="04" b3="00" => 6 or 16 colors |
Credits: Technical Documentation - File Formats - Dungeon File (DUNGEON.DAT) for Map graphics style. GreatStone for Palettes list.
Creature palettes:
Some creatures have one or more dedicated color. It is like creature specific color found in DM1. Its support is done by altering hardware palette.
Archer-guard has 2 colors:
entry (0F 1D 09 09 04 00) has alternate color for color9.
entry (0F 1D 09 0A 04 00) has alternate color for color10.
Raw data format is: 6 set of IRGB entry. It maps from brightest to darkness.
It has a palette with 256 colors.
The palette is stored at entry (01 00 09 FE 08 00).
It has a palette with 256 colors.
The palette is stored at entry (01 00 07 FE 08 00).
It has a palette with 256 colors.
The palette is stored at entry (01 00 09 FE 08 00).
Not yet.
It has a palette with 256 colors.
The palette is stored at entry (01 00 09 FE 08 00).
Not yet.
It has a palette with 256 colors.
The palette is stored at entry (01 00 09 FE 08 00).
It has a palette with 256 colors.
The palette is stored at entry (01 00 09 FE 08 00).
Not yet.
Pattern | Note | DM2 versions |
---|---|---|
No | Image has no palette. | DM2 Sega DM2 FM-Towns |
Suffix | It is placed after image bits. Always 16 bytes. |
DM2 PC DM2 Mac DM2 Amiga DM2 PC98 DM2 PS/V DM2 Mac JP |
Separated | Image has no palette. It is stored at another entry in graphics.dat. Always 16 bytes. Image entry (?? ?? 01 ?? ?? ??) entry's palette is at entry (?? ?? 0D ?? ?? ??). e.g. |
PC Beta |
Just guess from dungeon.dat!
Check dungeon.dat.
e.g.
Thorn demon will appear on Outside area map style. So, apply the Outside area's palette.
It uses mapping information stored in the file DM2PerImgPalDesc.csv.
(File sample: Technical_Documentation~DM2PerImgPalDesc~Data.zip)
(Format: http://kkdf2.sakura.ne.jp/danmasu-lj/Tool_DM2GDED/cmpp.htm)
It indicates what palette should be applied for each creature and each ornate.
Color count | Note |
---|---|
0 | Main title, credits, etc. |
1 | Creatures, items, etc |
2 | Such as gates within 0A Floor Ornates class. One is transparent mask, two is mask for displaying over there. The entry (?? ?? 0B 04 00 00) will be Colorkey1 (transparent), if it needs another selection. (Valid for Creatures, Wall/Floor ornates) |