Help with Chill Manor (PC-DOS) IMG format

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MartinVole
Less than a nibble
Posts: 13
Joined: August 30th, 2012, 9:13 pm

Help with Chill Manor (PC-DOS) IMG format

Post by MartinVole » September 5th, 2017, 6:06 am

Ha, thought I could let this rest, but in the back of my head this thing always nags me to come back into it. Crazy how that works out, eh? :lol: Now I just want to see this thing done and over with, but all I got is data, part of which I submitted ages ago on the Wiki.

So, as a quick, between I.M.Meen and Chill Manor, much of the formats remained unchanged. What did change however, was that graphics became variable in height, and possible width, with the extra bits of data, and the inclusion of mipmaps. This was enough to screw up the current graphics converter, some extra bits of data creating garbage even for 64x64 graphics for the ceiling and floor textures. Aside from the two changes to the format, the overall format is the same. If anyone has the free time to modify the code I'm attaching, or even find it useful, it would be appreciated.

Also included is a QuickBMS script for extracting files from the RES###.LAB data containers of both I.M.Meen and Chill Manor. The IMG2BMPChill source code files were modified mostly to add the palette of Chill Manor, instead of I.M.Meen's. Sorry, didn't get very far in reversing the extra data bits. :( Included examples of MeenIMAGES.IMG and ChillImages.IMG files for comparison.
Attachments
IMG2BMP.7z
(678.83 KiB) Downloaded 7 times

MartinVole
Less than a nibble
Posts: 13
Joined: August 30th, 2012, 9:13 pm

Re: Help with Chill Manor (PC-DOS) IMG format

Post by MartinVole » November 27th, 2017, 12:45 am

Still no progress elsewhere, but here is the raw palette from Chill Manor. It is a shared palette. Unlike normal games, and like I.M.Meen, the game palette was stored within the HUD PCX.
Attachments
ChillPal.rar
(584 Bytes) Downloaded 1 time

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