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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pmprog</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pmprog"/>
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	<updated>2026-05-01T04:36:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Image_Formats_(Apocalypse)&amp;diff=58047</id>
		<title>Image Formats (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Image_Formats_(Apocalypse)&amp;diff=58047"/>
		<updated>2014-07-16T18:38:52Z</updated>

		<summary type="html">&lt;p&gt;Pmprog: Graphic data update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}Image file formats used by [[Apocalypse|X-COM: Apocalypse]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=PCK=&lt;br /&gt;
An advancement on the version used by [[Image_Formats#PCK|the previous games]], which can now use a variety of different compression methods on different sprites within the same image archive.&lt;br /&gt;
&lt;br /&gt;
Most images are about 48x64 (the bounds of a single tile), but the format leaves itself open to much larger dimensions (for example, the giant [[Megaspawn]]s aren&#039;t split up into multiple &amp;quot;tiles&amp;quot; like the large units in the previous games (such as the [[Cyberdisc]]s) - they nearly double the average sprite dimensions as a result).&lt;br /&gt;
&lt;br /&gt;
As before, the image data indexes into an palette consisting of 256 colours. There is a unique palette stored for every terrain, but they&#039;re mostly similar (after all, your units need to look the same regardless of where you send them).&lt;br /&gt;
&lt;br /&gt;
==TAB==&lt;br /&gt;
Each PCK file is again accompanied by a TAB file. The TAB file contains a 32bit integer (4 bytes, little endian) per image. This value needs to be multipled by 4 to get the file offset in the PCK of the image header.&lt;br /&gt;
&lt;br /&gt;
==Image Header==&lt;br /&gt;
The first twelve bytes of each image in the PCK are a header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Compression mode. If 0, stop reading, there&#039;s no image to load and even the header won&#039;t be complete.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1-3&lt;br /&gt;
!0x01-0x03&lt;br /&gt;
|Unknown, usually blank (unless the compression mode is 128).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4-5&lt;br /&gt;
!0x04-0x05&lt;br /&gt;
|Left-most pixel within the sprite. No data should be rendered further left of this point.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6-7&lt;br /&gt;
!0x08-0x09&lt;br /&gt;
|Right-most pixel within the sprite. No data should be rendered at this point or further.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!8-9&lt;br /&gt;
!0x08-0x09&lt;br /&gt;
|Top-most pixel within the sprite. No data should be rendered higher above this point.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!10-11&lt;br /&gt;
!0x0A-0x0B&lt;br /&gt;
|Bottom-most pixel within the sprite. No data should be rendered at this point or lower.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Width = Right-Most pixel - Left-ost pixel&lt;br /&gt;
Height = Bottom-Most pixel - Top-Most pixel&lt;br /&gt;
&lt;br /&gt;
The image data then proceeds according to the compression mode used by the sprite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 0==&lt;br /&gt;
No image, don&#039;t render anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 1==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Run-length_encoding RLE compression], but opaque pixels aren&#039;t compressed at all. The concept is fairly similar to that of the old PCK format (though it&#039;s been expanded out a bit). Keep reading &amp;amp; rendering records according to this pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0-3&lt;br /&gt;
!0x00-0x03&lt;br /&gt;
|Amount of pixels to skip from co-ordinate (0, 0). If this is 0xFF FF FF FF, then stop rendering, you&#039;ve hit the end of the sprite.&lt;br /&gt;
You can calculate the Y co-ordinate for your row by taking the integer value of this divided by 640 (rounding down).&lt;br /&gt;
To make the Y co-ordinate relative to the individual sprite, you can subtract the &amp;quot;Top-Most pixel&amp;quot; from the header.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
!0x04&lt;br /&gt;
|Quick access to the X co-ordinate (so you don&#039;t have to calculate the modulus of the pixels to skip).&lt;br /&gt;
To make the X co-ordinate relative to the individual sprite, you can subtract the &amp;quot;Left-Most pixel&amp;quot; from the header.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!5&lt;br /&gt;
!0x05&lt;br /&gt;
|The amount of pixels this record contains.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6&lt;br /&gt;
!0x06&lt;br /&gt;
|Always 0 (Assuming &amp;quot;Left Padding&amp;quot;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!7&lt;br /&gt;
!0x07&lt;br /&gt;
|Right Padding. This is the number of pixels in the row you don&#039;t need to draw.&lt;br /&gt;
Pixels To Draw = (Amount Of Pixels) - (Right Padding)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!8 ...&lt;br /&gt;
!0x08 ...&lt;br /&gt;
|From this point, read the amount of pixels specified by index 5 and render then left to right on the display. Palette Index 0 is transparent&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 2==&lt;br /&gt;
Uncommon, not entirely certain it&#039;s used at all...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 3==&lt;br /&gt;
I guess you could describe this as [http://en.wikipedia.org/wiki/LZ77_and_LZ78 LZ77 compression]. Start out by loading the contents of TacData\XCOM.BLK into RAM - this contains all the actual pixel data used by sprites via this mode. Keep reading &amp;amp; rendering records according to the below pattern.&lt;br /&gt;
&lt;br /&gt;
If a given record starts with 0xFF FF FF FF, then stop rendering, you&#039;ve hit the end of the sprite.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|The amount of sub-records to render on this row.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Usually, this is 128 minus the amount of pixels drawn by the &#039;&#039;first&#039;&#039; sub-record rendered on the &#039;&#039;previous&#039;&#039; row. I&#039;m not strictly sure what this means or why it&#039;s there.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2&lt;br /&gt;
!0x02&lt;br /&gt;
|&#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3&lt;br /&gt;
!0x03&lt;br /&gt;
|The row this record is to be rendered on.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
!0x04&lt;br /&gt;
|Sub-records. Read &amp;amp; render however many index 0 specified, on the current row:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
!0x00&lt;br /&gt;
|Column to start rendering, relative to where the last sub-record finished (or relative to column 0, if this is the first sub-record on the row).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!0x01&lt;br /&gt;
|Amount of pixels to render.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-4&lt;br /&gt;
!0x02-0x04&lt;br /&gt;
|A three byte value that indexes into TacData\XCOM.BLK. Starting from this location, read however many bytes index 1 specified and render them left-to-right on the display.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compression mode: 128==&lt;br /&gt;
I haven&#039;t looked into this one as of yet, but the context this mode is used in suggests it&#039;s mainly used for smoke clouds (which&#039;d use lots of transparent pixels).&lt;br /&gt;
&lt;br /&gt;
=PCX=&lt;br /&gt;
There are a number of images in PCX format, these are standard and most graphic packages can read them&lt;br /&gt;
&lt;br /&gt;
=MOUSE.DAT=&lt;br /&gt;
This file contains 9 images with a resolution of 24 x 24 pixels, using 8bpp with a palette index&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Pmprog</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=58046</id>
		<title>Template:Apoc Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=58046"/>
		<updated>2014-07-16T18:11:11Z</updated>

		<summary type="html">&lt;p&gt;Pmprog: Tech data being added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;1&amp;quot;|  {{Apoc Icon}} &#039;&#039;&#039;X-COM: Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdApoc Heading}}&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Apocalypse)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Apocalypse)|Background]] &lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;Happenings in Mega-Primus&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Cityscape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape (Apocalypse)|Cityscape]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mega-Primus]] &lt;br /&gt;
: [[City Maps (Apocalypse)|City Maps]]&lt;br /&gt;
: [[Organizations]]&lt;br /&gt;
: [[Population_(Apocalypse)| Population]]&lt;br /&gt;
: [[Relations (Apocalypse)|Relations]] &lt;br /&gt;
: [[Trade (Apocalypse)|Trade]] &lt;br /&gt;
: [[Buildings (Apocalypse)|Buildings and Areas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape Fighting (Apocalypse)|Cityscape Fighting]]&lt;br /&gt;
: [[UFO Incursions (Apocalypse)|UFO Incursions]]&lt;br /&gt;
: [[Alien Ship Combat (Apocalypse)|Alien Ship Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;Close Quarter Skirmishes&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Battlescape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Battlescape Overview (Apocalypse)|Battlescape]]&lt;br /&gt;
: [[Mission Types (Apocalypse)|Mission Types]]&lt;br /&gt;
: [[Real-Time Combat (Apocalypse)| Real-Time Combat]]&lt;br /&gt;
: [[Turn-Based Combat (Apocalypse)| Turn-Based Combat]]&lt;br /&gt;
: [[Real-Time vs Turn-Based (Apocalypse)|Real-Time vs Turn-Based Analysis]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tactics (Apocalypse)|Tactics]]&lt;br /&gt;
: [[Starting a Mission (Apocalypse)|Starting a Mission]]&lt;br /&gt;
: [[Controls (Apocalypse)|Agent Automatic Reaction Controls]]&lt;br /&gt;
: [[Engaging the Enemy (Apocalypse)|Engaging the Enemy]]&lt;br /&gt;
: [[Strategies for Troops (Apocalypse)|Strategies for Troops]]&lt;br /&gt;
: [[Base Defense (Apocalypse)|Base Defense]]&lt;br /&gt;
: [[Capturing Live Aliens (Apocalypse)|Capturing Live Aliens]]&lt;br /&gt;
: [[Psionics (Apocalypse)|Psionics]]&lt;br /&gt;
: [[Take Cover!]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;All Those Useful Items&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;X-COM&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bases (Apocalypse)|Bases]] &lt;br /&gt;
: [[Base Locations (Apocalypse)|Locations]]&lt;br /&gt;
: [[Base Layouts (Apocalypse)|Layouts]]&lt;br /&gt;
: [[Facilities (Apocalypse)|Facilities]]&lt;br /&gt;
: [[Research (Apocalypse)|Research]] &lt;br /&gt;
:: [[Biochemistry]]&lt;br /&gt;
:: [[Quantum Physics (Apocalypse)|Quantum Physics]]&lt;br /&gt;
: [[Engineering (Apocalypse)|Engineering]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Agents (Apocalypse)|Agents]]&lt;br /&gt;
: [[Agents Stats (Apocalypse)|Agents Stats]]&lt;br /&gt;
:: [[Agents Medals (Apocalypse)|Agents Medals]]&lt;br /&gt;
: [[Agents Equipment (Apocalypse)|Agents Equipment]]&lt;br /&gt;
: [[Agents Armor (Apocalypse)|Agents Armor]]&lt;br /&gt;
: [[Suggestions for Equipping Troops (Apocalypse)|Suggestions for Equipping Troops]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vehicles (Apocalypse)|Vehicles]]&lt;br /&gt;
: [[Vehicle Weapons (Apocalypse)|Vehicle Weapons]]&lt;br /&gt;
: [[Vehicle Engines (Apocalypse)|Vehicle Engines]]&lt;br /&gt;
: [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;The Interdimensional Aliens&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Life Forms (Apocalypse)|Alien Life Forms]]&lt;br /&gt;
: [[Alien Overview (Apocalypse)| Alien Overview]]&lt;br /&gt;
: [[Alien Artifacts (Apocalypse)|Alien Artifacts]]  &lt;br /&gt;
:: [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]]&lt;br /&gt;
: [[Alien Ships (Apocalypse)|Alien Ships]]&lt;br /&gt;
: [[Alien Dimension (Apocalypse)| Alien Dimension]]&lt;br /&gt;
:: [[Dimension UFO Combat (Apocalypse)|UFO Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Miscellaneous Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment Analysis (Apocalypse)|Weapon/Equipment Analysis]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Making the Game Harder (Apocalypse)|Making the Game Harder]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sightings in other fandoms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Unused Game Features (Apocalypse)|Unused Game Features]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Difficulty Levels (Apocalypse)|Difficulty Levels]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Data tables|Data Tables]]&lt;br /&gt;
: [[Alien Stats (Apocalypse)|Alien Stats]]&lt;br /&gt;
: [[Damage Modifiers (Apocalypse) | Damage Modifiers]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Game Files|Game Files]]&lt;br /&gt;
: [[Audio Formats (Apocalypse)|Audio File Formats]]&lt;br /&gt;
: [[Image Formats (Apocalypse)|Image File Formats]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Input Device Reference (Apocalypse) | Input Device Reference]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Mods, Utilities, Compilations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods (Apocalypse) | Mods]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Guides&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[User Guides (Apocalypse) | User Guides ]]&lt;br /&gt;
: [[NKF&#039;s X-COM Apocalypse: Starter&#039;s Guide | NKF&#039;s Starter Guide]]&lt;br /&gt;
: [[AllOutWar&#039;s X-Com Apocalypse Guide | AllOutWar&#039;s Guide]]&lt;br /&gt;
: [[Defending Mega Primus from Evil Space Aliens, a Beginner&#039;s Guide|Captain Foo&#039;s Beginner Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pmprog</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Audio_Formats_(Apocalypse)&amp;diff=58045</id>
		<title>Audio Formats (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Audio_Formats_(Apocalypse)&amp;diff=58045"/>
		<updated>2014-07-16T18:04:12Z</updated>

		<summary type="html">&lt;p&gt;Pmprog: Audio descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}Image file formats used by [[Apocalypse|X-COM: Apocalypse]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=RAW=&lt;br /&gt;
All sound effects stored in the RAWSOUND folder have the following format:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
	&amp;lt;th align=&amp;quot;left&amp;quot; rowspan=&amp;quot;2&amp;quot; width=&amp;quot;200&amp;quot;&amp;gt;Property&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;200&amp;quot;&amp;gt;Value&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Channels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 (Mono)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Format&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unsigned 8bit PCM&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sample Rate&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22,050Hz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MUSIC=&lt;br /&gt;
The MUSIC file (found on the CD) has the following format:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
	&amp;lt;th align=&amp;quot;left&amp;quot; rowspan=&amp;quot;2&amp;quot; width=&amp;quot;200&amp;quot;&amp;gt;Property&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th rowspan=&amp;quot;2&amp;quot; width=&amp;quot;200&amp;quot;&amp;gt;Value&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Channels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 (Stereo)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Format&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Signed 16bit PCM&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Endian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Little Endian&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sample Rate&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22,050Hz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Pmprog</name></author>
	</entry>
</feed>