Here are a couple of the resource files for the game's platformers.
Included in this folder are a few bitmaps I ripped from some of them:
- The lava bubbles that appear in the Jupiter platformer.
- One of the backgrounds from the Pluto platformer.
I could use some help with ripping and decoding the rest of the bitmap files from them.
Magic School Bus Explores the Solar System: Platformer Games
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Re: Magic School Bus Explores the Solar System: Platformer Games
This is the script for dumping all the stored content:
http://aluigi.org/bms/solarsys_bin.bms
I suppose you ripped those BMP at runtime because their content doesn't seem to exist in the two BIN files (I don't think they are stored compressed).
I can't help with the decoding of the sprites. The only thing I see is the width and height at the beginning of each file in SPRITEIMAGE as 16bit fields, followed by a sequence of 32bit fields indicating the offset of each row:
16bit width
16bit height
for(i = 0; i < height; i++) {
32bit offset
}
I suspect that each line is probably compressed with some RLE algorithm because its size varies for each file, for example a 640x480 file like PLUTOBG1 has 480 files where the first 3 are 29 bytes, the 4th has 27 and so on.
Feel free to ask support in the Graphics section
http://aluigi.org/bms/solarsys_bin.bms
I suppose you ripped those BMP at runtime because their content doesn't seem to exist in the two BIN files (I don't think they are stored compressed).
I can't help with the decoding of the sprites. The only thing I see is the width and height at the beginning of each file in SPRITEIMAGE as 16bit fields, followed by a sequence of 32bit fields indicating the offset of each row:
16bit width
16bit height
for(i = 0; i < height; i++) {
32bit offset
}
I suspect that each line is probably compressed with some RLE algorithm because its size varies for each file, for example a 640x480 file like PLUTOBG1 has 480 files where the first 3 are 29 bytes, the 4th has 27 and so on.
Feel free to ask support in the Graphics section