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Such references/information must not be construed to mean that SEGA intends to provide such
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NOTE: A reader's comment/correction form is provided with thisdocument. Please address comments to :SEGA of America, Inc., Developer Technical Support (att. Evelyn Merritt)
150 Shoreline Drive, Redwood City, CA 94065
SEGA may use or distribute whatever information you supply in any way
it believes appropriate without incurring any obligation to you.

(6/27/95- 002)

TM

SATURN/32X
Graphics Referencesver. 2.0
Doc. # ST-124-R1-091394© 1994 SEGA. All Rights Reserved.

READER CORRECTION/COMMENT SHEETKeep us updated!
If you should come across any incorrect or outdated information while reading through the attacheddocument, or come up with any questions or comments, please let us know so that we can make therequired changes in subsequent revisions. Simply fill out all information below and return this form to
the Developer Technical Support Manager at the address below. Please make more copies of this form if
more space is needed. Thank you.
General Information:
Your Name

Phone

Document number
Document nameDate

ST-124-R1-091394
Saturn/32X Graphics References ver. 2.0

Corrections:
Chpt.

pg. #

Correction

Questions/comments:

Where to send your corrections:
Fax:(415) 802-3963
Attn: Manager,
Developer Technical Support

Mail:

SEGA OF AMERICA
Attn: Manager,
Developer Technical Support
275 Shoreline Dr. Ste 500
Redwood City, CA 94065

REFERENCES

In translating/creating this document, certain technical words and/or phrases were interpretedwith the assistance of the technical literature listed below.

1.

KenKyusha New Japanese-English Dictionary
1974 Edition

2.

Nelson’s Japanese-English Character Dictionary
2nd revised version

3.

Microsoft Computer Dictionary

4.

Japanese-English Computer Terms Dictionary
Nichigai Associates
4th version

Graphics Data Book
CONTENTS
1.0 SEGA2D Format ................................................................ 2
1.1 File Layout .................................................................... 2
1.2 Header ........................................................................... 2
1.3 Map Data ....................................................................... 2
1.4 Page Data ...................................................................... 3
1.5 Character Generator Data ........................................... 6
1.6 Palette Data ................................................................... 6
1.7 Attribute Data............................................................... 6
2.0 DGT Format ....................................................................... 7
2.1 File Layout .................................................................... 7
2.2 Header ........................................................................... 7
2.3 Directory ....................................................................... 7
2.4 CLUT ............................................................................. 8
2.5 Bit Map Data ................................................................. 8
3.0 RGB Format ....................................................................... 9
3.1 File Layout .................................................................... 9
3.2 Header ........................................................................... 9
3.3 Bit Map Data ................................................................. 9
4.0 SEGA3D Format .............................................................. 10
4.1 File Guidelines ........................................................... 10
4.2 File Layout ...................................................................11
4.3 Header ......................................................................... 12
4.4 Model ........................................................................... 12
4.5 Material ....................................................................... 13
4.6 Slip ............................................................................. 14
4.7 Object ........................................................................... 14
4.8 Model Tree Configuration ........................................ 15
4.9 Sample Data ................................................................ 18
5.0 SX2D Format .................................................................... 20
5.1 File Layout .................................................................. 20
5.2 Header ......................................................................... 20
5.3 Map Data ..................................................................... 21
5.4 Character Data ........................................................... 21
5.5 Palette Data ................................................................. 22
5.6 Attribute Data............................................................. 22
6.0 DGT2 Format ................................................................... 23
6.1 File Layout .................................................................. 23
6.2 Image Size ................................................................... 23
6.3 CLUT ........................................................................... 23
6.4 Bit Map Data ............................................................... 24

Saturn/32X Graphic References

1

1.0

SEGA2D Format

The SEGA2D format is the SEGA standard scroll data format for Saturn.
1.1

File Layout
Offset$000
can be changed
can be changed
can be changed
can be changed
can be changed

1.2

1.3

Function
HeaderMap Data
Page Data
CG Data
Palette Data
Attribute Data

HeaderOffset
$00

Size
$10

$10
$14
$20
$24
$30
$34
$40
$44
$50
$54
$58

Long
Long
Long
Long
Long
Long
Long
Long
Long
Long
$A8

Explanation
Identifier="SEGA_32BIT2DSCR"+$1A ("_" is space=$20
Map data offset address
Map data size (byte)
Page data offset address
Page data size (byte)
CG data offset address
CG data size (byte)
Palette data offset address
Palette data size (byte)
Attribute data offset address
Attribute data size (byte)
Empty address, all $00

Map Data
Offset
$00
$02
$04
$10

2

Size
$100
can be changed
can be changed
can be changed
can be changed
can be changed

Size
Word
Word
$0C
Word x Page
NumberFunction
Horizontal page number (page size)
Vertical page number (page size)
Dummy data, all $FF
Page number

1.4

Page Data
Offset
$00
$04
$06
$10

Size
Long
Word
$OA
Word or Long

Function
Character control data
Pattern name auxiliary data
Dummy data, all $FF
Pattern name data

Character Control Data
MSB
Reserved
--

--

0

0

--

Reserved
0
0
0

0

0

0

0

--

Reserved000--No. of Character
ColorsCN2 CN1 CN0--Reserved
00Reserved
0

0

0

SZ

LSB
--

--

Reserved00--• CN: No. of character colors 000=16 colors, 001=256 colors• SZ: Character size 0=1x1 cell, 1=2x2 cells
Pattern Name Auxiliary Data
MSB
PNB

NSM

--

Unused
---

--

?

?

?

Pattern Name Auxiliary Data
?
?
?
?

?

?

?

• PNB: Pattern name data size 0=1 word, 1=2 words• NSM: Character No. auxiliary mode 0=10 bits, 1=12 bits
• When the pattern name data size is 2 words, the character No.
auxiliary mode and pattern name auxiliary data are invalid.
• Please refer to the details of pattern name auxiliary data presented
hereafter.

Saturn/32X Graphic References3

When the Pattern Name Data Size=2 Words

Pattern Name Data
MSB
Flip
HF

VF

Special
FunctionPr
CC

Unused----Palette No.

--

--

--

6

9

Character No.
8
7
6

5

4

3

2

1

0

LSB
--

14

13

12

11

10

5

4

3

2

1

0

• HF: Left/right flip flag
• VF: Up/down flip flag
• Pr: Special priority bit• CC: Special color calculation bit• The unused bit (--) is ignored.
When the Pattern Name Data Size=1 Word

There are four possibilities when the character size (1x1 cell/2x2 cells) and character
No. auxiliary mode (10 bits/12 bits) are combined.
• Character Size=1x1 Cell and Character No. Auxiliary Mode=10 bits

Pattern Name Data
MSB
3

Palette No.
2
1

LSB
Flip

0

HF

VF

9

8

7

6

Character No.
5
4

3

2

Pattern Name Auxiliary Data
MSB
Unused
--

4

--

--

--

--

--

Special
Function
Pr
CC

1

0

LSB
Palette No.
65Character No.
4

14

13

12

11

10

Character Size=1x1 Cell and Character No. Auxiliary Mode=12 bits

Pattern Name Data
MSB
3

Palette No.
2
1

0

LSB

11

10

9

8

7

Character No.
6
5

4

3

2

Pattern Name Auxiliary Data
MSB
Unused
--

--

--

--

--

--

1

0

LSB

Special
Function
Pr
CC

Palette No.
65Character No.
4

14

13

12

--

--

• Character Size=2x2 Cells and Character No. Auxiliary Mode=10 bits

Pattern Name Data
MSB
3

Palette No.
2
1

LSB
Flip

0

HF

VF

11

10

9

8

Character No.
7
6

5

4

Pattern Name Auxiliary Data
MSB
Unused
--

--

--

--

--

--

3

2

LSB

Special
Function
Pr
CC

Palette No.
65Character No.
4

14

13

12

1

0

• Character Size=2x2 Cells and Character No. Auxiliary Mode=12 bits

Pattern Name Data
MSB
3

Palette No.
2
1

0

LSB

13

12

11

10

9

Character No.
8
7

6

5

4

Pattern Name Auxiliary Data
MSB
Unused
--

--

--

--

Saturn/32X Graphic References----

Special
Function
Pr
CC

3

2

LSB
Palette No.
65Character No.
4

14

--

--

1

0

5

1.5

Character Generator Data
Offset
$00
$10

1.6

Size
$10
Can be changed

Function
Dummy data, all $FF
CG data

Size
Word
$0E
Word x Palette
No.

FunctionFirst palette No.
Dummy data, all $FF
Color code (five bits each for R, G, B)

Palette Data
Offset$00$02$10Color Code
MSB
--

1.7

4

1

0

4

3

G
2

1

0

4

3

Attribute Data
Offset
$00

6

3

LSB
B
2

Size
Word x Character
No.

Function
Attribute Data

R
2

1

0

2.0

DGT Format

The DGT format is the SEGA standard graphic data format for the index color mode.
2.1

File Layout
Offset
$000
$100
$120
Undefined

2.2

Size
$100
$20
Can be changed
Can be changed

Function
HeaderDirectory
CLUT (Color Look Up Table)
Bit map data

HeaderOffset
$02
$07
$08
$10
$20

Size
Word
Byte
Long
$10
$E0

Explanation
Header size=$100
Directory entry No.=$01
File size excluding header
Identifier="DIGITIZER_3_Ver2" ("_" is space=$20)
Dummy data, all $00• All empty addresses are $00.
2.3

Directory
Offset
$00
$04
$06
$08
$0A
$10

Size
Long
Word
Word
Word
Word
$10

Explanation
Directory size=$20+CLUT size (can be changed)
Horizontal direction display position (normally $0000)
Vertical direction display position (normally $0000)
Horizontal direction image size
Vertical direction image size
Directory name (file name excluding name extension)• The "Directory Name" empty address is $20.
• The empty addresses excluding "Directory Name" are all $00.

Saturn/32X Graphic References

7

2.4

CLUT
Offset$00

Size
Long x Palette
No.

Function
CLUT data• One palette is configured as "Long x 16 colors."• If even one color is used, one palette's worth data must be reserved.
CLUT Data
MSB
--

14

13

12

11

10

Palette No.
7
6

9

8

B2

Color Code
B1
G4
G3

5

4

3

2

1

0

LSB
?

B0

G0

R0

B4

B3

G2

G1

R4

R3

R2

R1

• The color code with respect to the palette numbers that are not used
for bit map data even if there is a CLUT becomes $FFFF. This way,
palette numbers not used from CLUT can be identified.
2.5

Bit Map Data
Offset
$00~

8

Size
Word x Image
Size

Function
Palette No. for each pixel

3.0 RGB Format
The RGB format is the SEGA standard graphic data format for the RGB color mode.
3.1

File Layout
Offset
$000
$100

3.2

3.3

Size
$100
Can be changed

Function
Header
Bit map data

HeaderOffset
$00

Size
$10

$10
$14
$16
$18
$1A
$1C
$20

Long
Word
Word
Word
Word
Long
$E0

Explanation
Identifier="SEGA_32BITGRAPH"+$1A ("_" is space=$20
Dummy data=$FFFF FFFF
Horizontal direction display position (normally $0000)
Vertical direction display position (normally $0000)
Horizontal direction image size
Vertical direction image size
Empty address=$0000 0000
Empty address=$00 x size

Bit Map Data
Offset
$00~
$01~
$02~

Saturn/32X Graphic References

Size
Byte
Byte
Byte

Function
R color value (8 bit)
G color value (8 bit)
B color value (8 bit)

9

4.0

SEGA3D Format

The SEGA3D Format is the SEGA standard SATURN 3D data format (text).
4 . 1 File Conventions
There are provisions for SEGA3D format files for the following information.

10

Reserved Code
{ }
( )
,
;
" "

Description
Data control construction
Data collection
Data limit
Comment from now to the end of the line
File name, comment character series (notations dependon process system)

Data Notation
123
0x123
abcde

Description
DecimalHexadecimal
Character series (20H~7FH)

Reserved Word
model
vertices
polygons
slips
objectmaterial
type
texturecolor
gour_offset
gour_color
directioncomment

Control construction
Control construction
Control construction
Control construction
Control construction
Control construction
Control data
Control data
Control data
Control data
Control data
Control data
Control data

Description

4.2

File Layout

A SEGA3D file consists of the following parts. With the exception of the header, thevarious parts can be freely laid out. In addition, when necessary, more than one unitof a part can exist or a part can be deleted.
HeaderModel
Material
Slip
ObjectExample of Only Modelling Data
HeaderModel
Example of Material TypeHeaderModel
Material
Material
Slip
Example of Multiple Model Types
HeaderModel
Model
ObjectExample of Complex Model Types
HeaderModel
Model
Material
Material
Material
Slip
Slip
ObjectSaturn/32X Graphic References

11

4.3

HeaderSEGA 3D

The header is a fixed character series used as an identifier, and must always exist at
the beginning of a file.
4.4

Model

model
{

modelname;metervertices n ;number of vertices{(x0,y0,z0),(nx0,ny0,nz0)(x1,y1,z1),(nx1,ny1,nz1).............
.............
}
polygons n ;number of polygons{(v0,v1 ,v2 ,v3 ), (Nx,Ny,Nz),(Zpos).............
.............
}
}

;0
;1

;0

• One vertices construction and polygons construction co-exist in one
model.
• Vertices are indexed by the number of vertices (n); the index
numbers (0~) are the vertex numbers.
• Polygons are indexed by the number of surfaces; the index numbers(0~) are the surface numbers.
Datamodelname(xn,yn,zn)(nxn,nyn,nzn)(v?,v?,v?,v?)(Nx ,Ny,Nz)(Zpos)

Description
Initial Value
Model name
File nameEach vertex coordinate
Each vertex's normal vector (-1.0<value<1.0) (0,0,0)
Vertex numbers constituting the surface
Surface's normal vector
Zsort standard [0=AVE: center,
1=MIN:nearest, 2=MAX:farthest](0,0,0)(AVE)• The number of vectors constituting a surface are set at four.
Therefore, objects with five or more angles cannot be displayed as
one polygon. In addition, triangles are expressed as (v0,v1,v2,v3)
where v2 and v3 are the same coordinate.

12• The vertex numbers constituting a surface are numbered in theclockwise direction.

4.5

0

1

3

2

Materialmaterialmaterialname{
type(TYPE0|TPE1|...)
texture"texturefilename"color
ColorCodegour_offset
offsetgour_color(R1,G1,B1),(R2,G2,B2)...
direction
0,1,2,3comment"strings"

Data items are configured when necessary.
Datamaterialname

TYPEn'textureFileName'
ColorCodeoffset(R1,G1,B1)
0,1,2,3"strings"

Saturn/32X Graphic References

Description
Material name
Material Type[0x00=NULL: None
0x01=FLAT: Flat shading
0x02=TEXT: Texture map
0x04=GOUR: Gouraud shading
0x08=MESH: Mesh
0x10=TRAN: Half transparency
0x20=SHAD: Half translucency
0x80=WIRE: Wire frame] Multiple specifications are connected by ":"Texture map file nameNon-texture color code [RGB each 5 bits]
Offset data that changes the color code'stranslucency [0x00~0x1f].
Translucency of the four vertices that display
gouraud shading.
Handles each texture map vertex.
Comment character series written in thematerial. However, indentation in the middle
of a sentence or existance of characterssuch as “ ” ” or “;” are not allowed.

Initial Value
File name

NULL

None
0x7fff0x10
0x10
0,1,2,3
None

13

4.6

Slip

slips
{

modelnamematerialname 0materialname 1.........

}A slip is configured when material exists in the model surface. A material namethen exists for each surface and corresponds to the surface number.
Datamodelnamematerialnamen

4.7

Description
Corresponding model name
Corresponds to the materialname

Initial Value
File name
None

Objectobject{objectname
modelname0,(xs,ys,zs),(xd,yd,zd), (xt,yt,zt),(xi,yi,zi){}
modelname1,(xs,ys,zs),(xd,yd,zd), (xt,yt,zt),(xi,yi,zi){
modelname2,(xs,ys,zs),(xd,yd,zd),(xt,yt,zt),(xi,yi,zi){
modelname4,(xs,ys,zs),(xd,yd,zd),(xt,yt,zt),(xi,yi,zi){}}
modelname3,(xs,ys,zs),(xd,yd,zd),(xt,yt,zt),(xi,yi,zi){}}.........
.........

}

An object is configured when multiple models exist.
Dataobjectname
modelname(xs,ys,zs)(xd,yd,zd)(xt,yt,zt)(xi,yi,zi)

14

Description
Object name
Corresponding model name
Scale (ratio)
Rotation [Angle: -180~+179]
Translation [coordinates]
Flip processing [0=OFF: None, 1=ON: Yes]

Initial Value
File name(1.0,1.0,1.0)(0,0,0)(0,0,0)(0,0,0)4 . 8 Model Tree Construction
When a flip processing flag appears for the first model, that flag is ignored and flip
processing is only done for subsequent models that appear.
object{objectname
modelname0,(1.0,1.0,1.0),(0,0,0),(0,0,0),(1,0,0) Flip processing invalid{}
modelname1,(1.0,1.0,1.0),(0,0,0),(0,0,0),(1,1,1) Flip processing invalid{}
modelname1,(1.0,1.0,1.0),(0,0,0),(0,0,0),(1,0,0) Flip processing valid{}}

If data with the same model name exists, the newer model inherits all of the datathat is under the older model of the same name.
object{objectname
modelname0,(xs,ys,zs)...
{}modelname1,(xs,ys,zs)...
{modelname2,(xs,ys,zs)...
modelname3,(xs,ys,zs)...
}modelname1,(xs,ys,zs)...
{}}Model inheritance image when an object like the one above is read.
modelname0modelname1
modelname2
modelname3modelname1
modelname2
modelname3 The models under modelname1 are automatically inherited.

}

Saturn/32X Graphic References

15

The flip processing flag is not inherited, even though models are inherited. To
create an object, like a mirror plane, flip processing must be specified for all
inherited models.
object{objectname
modelname1,(1.0,1.0,1.0),(0,0,0),(0,0,0),(0,0,0){modelname2,(1.0,1.0,1.0),(0,0,0),(0,0,0),(0,0,0)modelname3,(1.0,1.0,1.0),(0,0,0),(0,0,0),(0,0,0)}modelname1,(1.0,1.0,1.0),(0,0,0),(0,0,0),(1,0,1) Flip processing: Yes{}}
modelname1 inheritance image when an object like that above is read.
modelname1
modelname2
modelname3modelname1,(1.0,1.0,1.0),(0,0,0),(0,0,0),(1,0,0)modelname2,(1.0,1.0,1.0),(0,0,0),(0,0,0),(0,0,0)modelname3,(1.0,1.0,1.0),(0,0,0),(0,0,0),(0,0,0)
The modelname1 flip processing data is not transferred to modelname2 and modelname3.

Models cannot use the same model name in a tree construction.
object{objectname
modelname0,(xs,ys,zs)...
modelname1,(xs,ys,zs)...
{modelname2,(xs,ys,zs)...
modelname1,(xs,ys,zs)... Creates and error when read.
modelname3,(xs,ys,zs)...
}

}

16

If lower hierarchy models exist under data with the same model name, the lower
models will be ignored.
object{objectname
modelname1,(xs,ys,zs)...
{modelname2,(xs,ys,zs)...
modelname3,(xs,ys,zs)...
}modelname1,(xs,ys,zs)...
{modelname4,(xs,ys,zs)...
}}Model name 1 inheritance image when an object like the one above is read.
modelname1
modelname2
modelname3modelname1
modelname2
modelname3
In this case, modelname4 is ignored.

Saturn/32X Graphic References

17

4.9

Sample Data
1: SEGA 3D
2: ;SEGA 3D Format Sample Data
3: model CUBE
4: {5:
vertices 86:{7:(1.000, 5.000, 1.000),(-0.577, 0.577, -0.577)
8:(1.000, 5.000, 5.000),(-0.577, 0.577, 0.577)
9:(1.000, 1.000, 5.000),(-0.577, -0.577, 0.577)
10:(1.000, 1.000, 1.000),(-0.577, -0.577, -0.577)
11:(5.000, 5.000, 5.000),( 0.577, 0.577, 0.577)
12:(5.000, 1.000, 5.000),( 0.577, -0.577, 0.577)
13:(5.000, 5.000, 1.000),( 0.577, 0.577, -0.577)
14:(5.000, 1.000, 1.000),( 0.577, -0.577, -0.577)
15:
}
16:
polygons 6
17:
{
18:
(3, 2, 1, 0),(-1.000, 0.000, 0.000),(AVE) ;019:(2, 5, 4, 1),( 0.000, 0.000, 1.000),(AVE) ;1
20:(5, 7, 6, 4),( 1.000, 0.000, 0.000),(AVE) ;2
21:(7, 3, 0, 6),( 0.000, 0.000, -1.000),(AVE) ;3
22:(7, 5, 2, 3),( 0.000, -1.000, 0.000),(AVE) ;4
23:(0, 1, 4, 6),( 0.000, 1.000, 0.000),(AVE) ;5
24:
}
25: }
26: material mate00
27: {
28:
type
(FLAT)
29:Color
0x7fec30:
gour_offset
0x421031:
gour_color(0x10,0x10,0x10),(0x10,0x10,0x10),(0x10,0x10,0x10),(0x10,0x10,0x10)
32:
direction
0,1,2,333: }34: material mate01
35: {
36:
type
(FLAT)
37:Color
0x374e38:
gour_offset
0x421039:
gour_color(0x10,0x10,0x10),(0x10,0x10,0x10),(0x10,0x10,0x10),(0x10,0x10,0x10)40:
direction
0,1,2,341: }42: slips CUBE
43: {
44:
mate0045:
mate0046:
mate0047:
mate0148:
mate0049:
mate00

18

;0
;1
;2
;3
;4
;5
;6
;7

50: }
51: object entire object
52: {
53:
CUBE, (1.000, 1.000, 1.000),(0.000, 0.000, 0.000)(0.000, 0.000, 0.000),(0.000, 0.000, 0.000)
54:
{
55:
}
56: }

Saturn/32X Graphic References

19

5.0

SX2D Format

The SX2D format is the SEGA standard for the 32X scroll data format. The
Macintosh file type is "SX2D."
5.1

File Layout
Offset$000
can be changed
can be changed
can be changed
can be changed

5.2

Size
$100
can be changed
can be changed
can be changed
can be changed

Function
HeaderMap Data
Character Data
Palette Data
Attribute Data

HeaderOffset
$00

Size
Long

$10
$14
$20
$24
$30
$34
$40
$44
$48

Long
Long
Long
Long
Long
Long
Long
Long
$b8

Explanation
Identifier = "Sega_Super32X_2D"("_" space = $20)
Map Data Offset Address
Map Data Size (bytes)
Character Data Offset Address
Character Data Size (bytes)
Palette Data Offset Address
Palette Data Size (bytes)
Attribute Data Offset Address
Attribute Data Size (bytes)
Empty Address, all $00• The data size equals 0 when there is no data.

20

5.3

Map Data
Offset
$00
$02
$04

Size
Word
Word
Word x numberof pattern names

Function
Horizontal size (pattern name units)
Vertical size (pattern name units)
Pattern name data

Pattern Name Data
MSB

LSB

Flip
HF

VF

Special
FunctionPr--

Character
11

10

9

8

Number

7

6

5

4

3

2

1

0

• HF: left-right flip flag, VF: up-down flip flag
• Pr: Special priority bit• Unused bit (--) is ignored.
5.4

Character Data
Offset
$00
$02

Size
Word
Can be changed

Function
Character mode = "PP"/"DC"
Character data

• Character Mode : "PP" = Packed Pixel Mode (256 colors)"DC" = Direct Color Mode (32768 colors)
Character Data

Bit map data of 16 dot X 16 dot units.
In the packed pixel mode (character color number 256 colors), the bit map isconfigured by the palette code.
Character data per one dot.
MSB
7

LSB
6

Palette
5
4

Code
3

2

1

0

• In the direct color mode, the bit map is configured by the color code.
Character data per one dot.
MSB
*

LSB
B4

B3

B2

B1

B0

Color Number
G4
G3 G2

G1

G0

R4

R3

R2

R1

R0

• * = Priority bit

Saturn/32X Graphic References

21

5.5

Palette Data
Offset$00

Size
Word X 256

Function
Color Code (R, G, B, each 5 bits)• Data does not exist when in the direct color mode.
Color Code
MSB
*

4

3

B
2

1

0

4

3

G
2

1

0

4

3

• * = Priority bit
5.6

Attribute Data
Offset
$00

22

Size
Word X Numberof Characters

Function
Attribute Data

R
2

1

0

6.0

DGT2 Format

The DGT2 format is the new SEGA standard graphic data format (handles 32,768
colors). The Macintosh file type is "DGT2."
6.1

File Layout
Offset$00$02$06
Can be changed

Size
Word
$04
Can be changed
Can be changed

Function
Identifier = "PP" / "DC" / "RL"
Image Size
CLUT (exists when needed)
Bit Map Data

Identifier"PP" = Packed Pixel Mode
"DC" = Direct Color Mode
"RL" = Run Length Mode
6.2

6.3

Image Size
Offset
$00
$02

Size
Word
Word

H image size
V image size

Explanation

Offset$00

Size
Word X 256

CLUT Data

CLUT
Function• = Exists in the "PP" Mode and "RL" Mode.
MSB
*

LSB
B4

B3

B2

B1

B0

CLUT Data
G4
G3 G2

G1

G0

R4

R3

R2

R1

R0

• * = Any setting is okay

Saturn/32X Graphic References

23

6.4

Bit Map Data
Offset$00 ~Size
Can be changed

Function
Bit map data

"PP" ModeMSB

LSB
CLUT Index Number

7

6

5

4

3

2

1

0

"DC" Mode
MSB
*

LSB
B4

B3

B2

B1

B0

Color Number
G4
G3 G2

G1

G0

R4

R3

R2

R1

R0

• * = Any setting is okay
"RL" ModeMSB

LSBContinuous Length

7

24

6

5

4

3

CLUT Index Number

2

1

0

7

6

5

4

3

2

1

0