The main game executable federation includes some graphics built in, rather
than held in external files. They’re generally 1-bit or 2-bit graphics with no
palette information, so the game can draw them with whichever palette it needs.
Each sprite is prefixed with four bytes, which communicate the number of frames in each image and the number of bitplanes used. They’re listed below by their location in the file.
$14CDA

Explosion
$152CE

Splash
A water or magic effect or something.
$158C2
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Fade
A 16 x 16, 1-bit six-frame fade effect.
$15986

Fireball
$15A8E

Splat
$15B8E

Twinkle
$15C92

Small explosion
$15D96

A rock?
$15E9A

A bird?
$15F9E
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Special effect
A 1-bit 8 frame zooming animation.
$160A2, $16124
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Panel opening animation
A three-frame, 16 x 21 animation for slide-opening panels. The second image appears to be a graphic mask for the same efect.
$161A6

Noise pattern
Originally used in Captive for monitors of offline devices.
$1622A
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Mouse pointer
The game’s mouse pointer, a 16 x 16 image with 4 bitplanes. For simplicity this image has been created from a screenshot in an emulator.
$162AE

Font
The main text font for the game, stored as 1-bit 8 x 8 graphics. The dots at the top row of each font are not shown, and are presumably included for spacing purposes. The “^” has been replaced with a “kg” symbol (same as Captive), which is used in the inventory screen. The characters “<=>” form an arrow piercing a skull, which are used to replace the name field of dead characters.
$164BE

Gradient
Identical to a graphic in Captive, according to The Ultimate Captive Guide. Its purpose is unknown.
See also: Ripped graphics (files)
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