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	<id>https://wiki.multimedia.cx/index.php?action=history&amp;feed=atom&amp;title=DRL</id>
	<title>DRL - Revision history</title>
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	<updated>2026-06-13T02:59:57Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.multimedia.cx/index.php?title=DRL&amp;diff=15870&amp;oldid=prev</id>
		<title>Kostya: fill information</title>
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		<updated>2025-03-15T15:59:58Z</updated>

		<summary type="html">&lt;p&gt;fill information&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;* Company: Mass Media Inc, Philips P.O.V. Entertainment Group&lt;br /&gt;
* Extension: drl&lt;br /&gt;
* Game: [https://www.mobygames.com/game/8082/thunder-in-paradise-interactive/ Thunder in Paradise] (PC port)&lt;br /&gt;
&lt;br /&gt;
This is RLE-based format used in the FMV game.&lt;br /&gt;
&lt;br /&gt;
Header:&lt;br /&gt;
  2 bytes - version&lt;br /&gt;
  2 bytes - number of frames&lt;br /&gt;
  2 bytes - unknown&lt;br /&gt;
  4 bytes - unknown&lt;br /&gt;
  2 bytes - data size in 2kB sectors&lt;br /&gt;
  2 bytes - unknown&lt;br /&gt;
  2 bytes - number of audio chunks to preload&lt;br /&gt;
  2 bytes - number of colours used&lt;br /&gt;
  2 bytes - palette changes are present&lt;br /&gt;
  2 bytes - audio frame length&lt;br /&gt;
  38 bytes - unknown&lt;br /&gt;
  2 bytes - audio mode&lt;br /&gt;
  // initial palette&lt;br /&gt;
  1 byte - unknown&lt;br /&gt;
  1 byte - unknown&lt;br /&gt;
  2 bytes - start colour&lt;br /&gt;
  2 bytes - end colour&lt;br /&gt;
  N*3 bytes - partial VGA palette&lt;br /&gt;
  // tables&lt;br /&gt;
  M*4 bytes - frame offsets (relative to data start)&lt;br /&gt;
  M*2 bytes - bottom 16 bits of total audio length at the end of the frame&lt;br /&gt;
  X bytes - alignment to the next 2kB sector&lt;br /&gt;
&lt;br /&gt;
Then if there are audio preload frames, data for that number of frame follows. Then data is aligned to the multiple of sector size again.&lt;br /&gt;
&lt;br /&gt;
Frames start with the following header:&lt;br /&gt;
  2 bytes - total frame size&lt;br /&gt;
  2 bytes - audio data size&lt;br /&gt;
  2 bytes - update area X offset&lt;br /&gt;
  2 bytes - update area Y offset&lt;br /&gt;
  2 bytes - update area width&lt;br /&gt;
  2 bytes - update area height&lt;br /&gt;
  1 byte  - coding mode&lt;br /&gt;
&lt;br /&gt;
If palette changes are allowed, then palette change data follows (1 byte - start colour index, 1 byte - number of colours, then partial VGA palette).&lt;br /&gt;
&lt;br /&gt;
Then RLE-encoded video data for the update rectangle follows. Opcodes are the following:&lt;br /&gt;
* 0x00..0xDF -- output pixel value&lt;br /&gt;
* 0xE0..0xEF -- skip 2-17 pixels&lt;br /&gt;
* 0xF0..0xFE -- read colour value, repeat it 3-17 times&lt;br /&gt;
* 0xFF -- long skip (next byte value plus 18 pixels)&lt;br /&gt;
&lt;br /&gt;
Finally there's audio data.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Formats]]&lt;/div&gt;</summary>
		<author><name>Kostya</name></author>
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