PMP FILES ***************************************************************************** CREDITS ***************************************************************************** Special thanks to André de Boer (andredb@molyvos.net) for sending me all of the information contained within this document. ***************************************************************************** DESCRIPTION ***************************************************************************** The PMP files used in Papyrus' race simulations are used to contain the images displayed for objects that are not easily represented by the polygons used in most 3DO files. These objects, when viewed within the game, always look the same no matter where they are viewed from. The only thing that will change is the scale (when you are farther away they look smaller). Examples of these objects on some of the tracks are trees and balloons. ***************************************************************************** STRUCTURE ***************************************************************************** SECTION ONE: The Header ----------------------- BYTE PURPOSE ---- ------- 000 Image height in pixels 001 Image width in pixels 002-003 Something to do with size of PMP image 004-007 Image Size (filelength - 12) 008-011 Unknown (byte 8 is always 1e hex) SECTION TWO: The Image ----------------------------- The image is stored as a series of 4-byte sequences. Each sequence represents a run of pixels of a certain color. The first byte in this sequence is the vertical position of this run. The second and third bytes are the horizontal start and finish positions of the run. The fourth and final byte contains the color used in this run. The second byte's value must be less than or equal to the value of the third byte. ------------------------- -Corey Rueckheim -rueck_cw@cslab.uwlax.edu