Major Stryker Tileset Format

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Major Stryker Tileset Format
Major Stryker Tileset Format.png
Format typeTileset
HardwareEGA
Max tile countFixed, varies
PaletteDefault EGA
Tile names?No
Minimum tile size (pixels)8×8
Maximum tile size (pixels)16×16
Plane count4-5
Plane arrangementByte-planar
Transparent pixels?Yes
Hitmap pixels?No
Metadata?None
Supports sub-tilesets?No
Compressed tiles?No
Hidden data?No
Games

The Major Stryker tileset format is almost identical to the Cosmo Tileset Format except the tiles are mostly 16×16 instead of Cosmo's 8×8.

The tileset graphics are stored in the following files:

16x16 pixel tiles:

  -   TZONE*.DR?  -- Solid tileset  -  BGRI - (240 tiles, image size: 320x192 pixels)
  -  MSKZON*.DR?  -- Masked tileset - MBGRI - (240 tiles, image size: 320x192 pixels)
  -  ACTORS*.DR?  -- Actor graphics - MBGRI - (240 tiles, image size: 320x192 pixels)
  - ARCTICBD.DR1  -- Backdrop       -  BGRI - (160 tiles, image size: 256x160 pixels)
  -  CITYBK2.DR1  -- Backdrop       -  BGRI - (160 tiles, image size: 256x160 pixels)
  - LAVABKDP.DR1  -- Backdrop       -  BGRI - (160 tiles, image size: 256x160 pixels)
  - SPACBDP3.DR1  -- Backdrop       -  BGRI - (160 tiles, image size: 256x160 pixels)
  - SPACBDP4.DR1  -- Backdrop       -  BGRI - (160 tiles, image size: 256x160 pixels)
  -  WATRBK2.DR1  -- Backdrop       -  BGRI - (160 tiles, image size: 256x160 pixels)
  -   XINTRO.DR1  -- Intro/Cutscene - MBGRI - (240 tiles, image size: 320x192 pixels)
  -  XINTROB.DR1  -- Intro/Cutscene -  BGRI - (240 tiles, image size: 320x192 pixels)
  -     XMSK.DR1  -- Intro/Cutscene - MBGRI - (240 tiles, image size: 320x192 pixels)
  -  BORDERP.DR1  -- Border/Faces   -  BGRI - (240 tiles, image size: 320x192 pixels)
  -   FINAL*.DR?  -- Final pics     -  BGRI - (240 tiles, image size: 320x192 pixels)

other tiles:

  - FONTBACK.DR1 -- MBGRI - 120 tiles (8x8), 320x24 pixels
  -   FONTDR.DR1 -- M     -  89 tiles (8x8), followed by another 89 tiles (16x16)
  -     KISS.DR3 -- M     - 280 tiles (16x16), 320x224 pixels

All tile graphics are stored as Byte-planar EGA data. The files have no header.

The EGA planes are always in the order Blue, Green, Red and Intensity (BGRI). Some tilesets may use an additional Mask plane (M), which is always stored first in the file, and some tilesets contain only this mask plane.

Credits

The files listed on this page were identified by K1n9_Duk3. 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!)