https://mega.co.nz/#!whNjyQIC!Fwo6fuW5v ... opJLf59IZM
Thanks

aluigi wrote:http://aluigi.org/papers/bms/others/zlpack_0002.bms
puggsoy wrote:The format seems to have the magic 0x00004DC5, and then it keeps going like this for each character:
short - an incrementing number, just a sort of character counter
byte - width
byte - height
And then 0x100 bytes that are the graphics data for that character. The width and height always seem to both be 0x10 (so the first may be height and the second width, I can't tell), and 0x10 * 0x10 = 0x100 which means that the pixel data is 8bpp (8 bits or 1 byte per pixel).
I checked it out quickly in TiledGDD, I've attached the result. Is that what the characters should look like? Ignore the colours, the background should be black and the characters white.
As far as I know there is no simple way to convert images with QuickBMS, so if this is correct I can make my own program to convert it.
aluigi wrote:hex editor