Message-ID: From: George Kinney To: djgpp AT delorie DOT com Subject: Re: Data File Construction Date: Tue, 20 Mar 2001 09:45:24 -0500 MIME-Version: 1.0 X-Mailer: Internet Mail Service (5.5.2448.0) Content-Type: multipart/alternative; boundary="----_=_NextPart_001_01C0B14C.658669F4" Reply-To: djgpp AT delorie DOT com This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. ------_=_NextPart_001_01C0B14C.658669F4 Content-Type: text/plain; charset="iso-8859-1" >At the moment, the way I import graphics in a program is by opening a >.bmp, or and .pcx file. However, in the real world, programs do not >import graphics via these formats, but with data files eg. graphics.dat In the "real world" programmers choose many different formats for graphics, based on such concerns as, file sizes, color depth, lossiness, security, etc. In other words, whatever fits their needs for the goal they are after. "dat", "art", "wad", "pak" and other files you might have seen are just collections of files (often in the usual formats, pcx, jpg, etc), sometimes compressed and/or encrypted, sometimes not. They make it more convenient at load time since all the files you need are in one location, and in the case of encrypted formats, they can help keep losers from stealing your sound and graphics. >How is it that graphics can be pulled from these .dat files? Is there a >program that converts graphic file formats to .dat files? or .cfg? etc There is typically a "grabber" utility, usually specific to the archive format being used. Allegro comes with a utility (actually called grabber) and a set of routines for creating, manipulating, and using such archive files. Its well documented and free to use. (and was likely responsible for the files you saw) >Similarily with audio files, I use either .wav or .mid but again in the >real world they are obtained with .voc or .dat files. Again, in the "real world" programmers use what fits their needs. voc is just another file format, there are many utilities available to convert to whatever format you want. Likely you can root around in any commercial game release and find out that all those .zx3 files you saw are regular, run of the mill bmp's or some other common as dirt format. I don't know how you got the idea that the file formats you use determine the worth of your software, but relax, no one actually cares what formats you use, they will care about the quality of the the game or whatever it is you are working on. (With the sole exception that some formats are easier to pass around due to pre-existing libraries and such) Good luck, and relax, it'll all be good. ------_=_NextPart_001_01C0B14C.658669F4 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Re: Data File Construction

>At the moment, the way I import graphics in a = program is by opening a
>.bmp, or and .pcx file. However, in the real = world, programs do not
>import graphics via these formats, but with data = files eg. graphics.dat

In the "real world" programmers choose many = different formats for graphics, based on such concerns as, file sizes, = color depth, lossiness, security, etc. In other words, whatever fits = their needs for the goal they are after.

"dat", "art", "wad", = "pak" and other files you might have seen are just = collections of files (often in the usual formats, pcx, jpg, etc), = sometimes compressed and/or encrypted, sometimes not. They make it more = convenient at load time since all the files you need are in one = location, and in the case of encrypted formats, they can help keep = losers from stealing your sound and graphics.

>How is it that graphics can be pulled from these = .dat files? Is there a
>program that converts graphic file formats to = .dat files? or .cfg? etc

There is typically a "grabber" utility, = usually specific to the archive format being used.

Allegro comes with a utility (actually called = grabber) and a set of routines for creating, manipulating, and using = such archive files. Its well documented and free to use. (and was = likely responsible for the files you saw)

>Similarily with audio files, I use either .wav or = .mid but again in the
>real world they are obtained with .voc or .dat = files.

Again, in the "real world" programmers use = what fits their needs. voc is just another file format, there are many = utilities available to convert to whatever format you want. Likely you = can root around in any commercial game release and find out that all = those .zx3 files you saw are regular, run of the mill bmp's or some = other common as dirt format.

I don't know how you got the idea that the file = formats you use determine the worth of your software, but relax, no one = actually cares what formats you use,

they will care about the quality of the the game or = whatever it is you are working on. (With the sole exception that some = formats are easier to pass around due to

pre-existing libraries and such)

Good luck, and relax, it'll all be good.

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