CHR Format (Halloween Harry)
| Format type | Tileset |
|---|---|
| Hardware | VGA |
| Max tile count | 255 |
| Palette | Shared VGA |
| Tile names? | No |
| Minimum tile size (pixels) | 16×16 |
| Maximum tile size (pixels) | 16×16 |
| Plane count | 1 |
| Plane arrangement | Linear VGA |
| Transparent pixels? | Y |
| Hitmap pixels? | N |
| Metadata? | None |
| Supports sub-tilesets? | No |
| Compressed tiles? | No |
| Hidden data? | No |
| Games | Halloween Harry |
The CHR Format is used by Halloween Harry to store map tiles. The .CHR files are stored inside the main HARRY.-0 group file.
MISSIONx.CHR (where x is a number from 1-4) are files containing the map graphics for Halloween Harry and Alien Carnage. They consist of a number of consecutive image chunks composed entirely of raw data. They are identical in format to the ICO files, with the exception that dimension data is omitted for images, since they are all 16x16 pixels.
The CHR file for each mission contains the image data used to draw the levels for that mission. Please see the article on the GMF Format for details.
There is no palette stored in the CHR file and the data is standard 8bpp indexed. Each file contains 255 images.
File format
The file has no signature or headers. Because there are always 255 images and they are fixed at 16×16 8bpp, files will always be 65280 bytes long.
| Data type | Description |
|---|---|
| BYTE image00[256] | First 16×16 image |
| BYTE image01[256] | Second 16×16 image |
| ... | |
| BYTE imageFE[256] | 255th 16×16 image |
Credits
This file format was reverse engineered by Duckthing. 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!)
