GEOpaint File Format GEOpaint files are VLIR structured files. Each branch represents 2 lines of the picture. The data in the branches is stored in a coded form that is different from photo scraps and click boxes. First of all, consecutive bytes do not form a horizontal line. The bytes are in the same sequence as the Commodore stores them on the hires screen. Eight consecutive bytes fill a character position. Every eighth byte is on the same horizontal line. 640 bytes bitmapped for row #(RECORD# * 2) + 1 (80 cards * 8 bytes) 640 bytes bitmapped for row #(RECORD# * 2) + 2 (80 cards * 8 bytes) 81st card byte = 8 zero bytes?!?! 80 bytes color info for row #(RECORD# * 2) + 1 (80 cards * 1 byte) 80 bytes color info for row #(RECORD# * 2) + 2 (80 cards * 1 byte) The bitmap data is stored in a coded form to conserve disk storage. The coding is simply a code byte followed by some data. Code bytes fall into one of the following three categories: 1) Code bytes less than 64 determine the number of individual bytes that follow. 2) Code bytes ranging from 64 to 127 are used for fill patterns. The least significant 6 bits determine how many character positions are to be filled. This code byte is followed by eight bytes which determine the fill pattern. 3) Code bytes greater than 127 are 128 more than the number of times to repeat the byte that follows the code byte. This coding scheme is used to first specify the 1280 bytes that form the two lines of the picture. This is followed by the 160 bytes which form the color data for the two lines. Each of these bytes is split into two four-bit nybbles. The higher-order nybble (bits 7-4) specify the color of the foreground in that card while the lower order nybble (bits 3-0) specify the background color for that card.