Introducing a New Image format. (Beta)

Started by PSXGamerPro1,

PSXGamerPro1

hi, I would like to introduce a New Format called Bitmap 2000, (file ext. of 'bm2')
I simply do not use a Palette instead I use the more universal Hex Color Codes. Why? Well you know how sometimes a image is larger in Bitmaps some of it is Palette, But did you know Bitmaps have 3 versions of the same image? the 1st is a fake one., the second is a fake one used in paint, and a 3rd is the image data of the 3rd one "arranged backwards". Stupid for Bitmaps right? Yeah it is why not make it 2/3 or 3/4ths smaller, that is where Bitmap 2000's come in Not only it should have accurate support for that, but also it Will Have a Alpha Channel like PNG's and the value range for that is "Between 0 - 255" 0 = transparent and 255 = fully seen(no transparency on that pixel) and the data is not backwards either.

the Data is arranged byte identical to the way you would in paint. (upper left going 1st)
the Data is in rows and each row is separated by a ';'.

Here is a look into it and the format, I did supply Documentation. Now all I would need is a actual Editor/Creator program for this format.


Note: I am deciding weather I should continue my development of skins with this format instead of 24 bit bitmaps(This format however cant be used with masks as XMPlay rely's on the Palette that this format does not have.)

Ian @ un4seen

I think what you refer to as "3 versions of the same image" must be the 3 colour components (red/green/blue) of each pixel. None are fake images; if you remove 2 of them, then you will be left with only 1 colour component (like grayscale). 24-bit BMP files don't include a palette (the red/green/blue components are given for each pixel instead), so there are no savings to be had there.

If I recall correctly, it is only really the see-thru area processing the requires 24-bit BMP files, so if you don't have any see-thru areas (your skin is an opaque rectangle) then you can probably use 8-bit BMP files instead.

PNG is supported since XMPlay 3.8, so you could also try that, but it needs to be 24-bit (or 32-bit with alpha channel).

PSXGamerPro1

#2
alright, I did just that now 1 more issue with the latest XMPlay Version.

http://www.un4seen.com/...