It shold be noted, that you need not use BITMAPFAMILYSPECIAL

A regulare BITMAPFAMILY will work just fine.

And wow, someone else actually uses this, yay!


"Aaron Ardiri" <[EMAIL PROTECTED]> wrote in message
news:[EMAIL PROTECTED]
>
> > > tell pilrc to map the bitmap data to a specific palette (PALETTEFILE)
> > > and, it'll do it. in order for you to display them correctly, you
> > > will have to set the palette inside your application.
> >
> > Ok thanks
> > How can i do this ? i don't find this function in the doc.
>
> its not in the 2.9 docs (hint - 3.0 coming soon, see pilrc-developer list)
> it was added in 2.9p2 or so. dont remember when exactly. the syntax is
> like this:
>
> BITMAPFAMILYSPECIAL ID bitmapLemmingTools
>   "" "images/game/lemt2bpp.bmp" "images/game/lemt4bpc.bmp"
>   BITMAPPALETTE "images/palette/gamebase.pal" COMPRESS
>
>
> the BITMAPPALETTE command provides a palette. the file should be
> text and, have rgb triples seperated by spaces. for example:
>
> gamebase.pal
> ---
> 255 255 255
> 255 255 204
> 255 255 0
> 0 204 0
> 102 102 255
> 255 0 0
> 204 0 0
> 255 0 255
> 0 0 0
> 0 0 0
> 0 0 0
> 0 0 0
> 0 0 0
> 0 0 0
> 0 0 0
> 0 0 0
> ---
>
> you can always check the source code to see exactly how it works.
> prior to 3.0, you had to have a space on the end of each line, the
> parser has been fixed in the latest code base (which, will be out
> as soon as the to-do list is worked through)
>
> ---
> Aaron Ardiri                           [EMAIL PROTECTED]
> CEO - CTO                                              +46 70 656 1143
> Mobile Wizardry                         http://www.mobilewizardry.com/
>
>
>



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