---
title: "BMP file format"
---
BMP file format
BG1, BG1: TotS, BG2, BG2: ToB, PST, IWD, IWD:HoW, IWD:TotL, IWD2
http://www.daubnet.com/formats/BMP.html
Table of Contents
Last updated: Jan 14. 1998
Basic Description
This file format is the MS-Windows standard format. It holds black&white-,
16-color, 256-color and Truecolor images. The palletized 16-color and 256-color
images may be compressed via run length encoding. Notice there is also a OS/2-BMP format.
Basic File Format
| Name |
Size |
Description |
| Header |
14 bytes |
Windows Structure:
BITMAPFILEHEADER |
| 0x00 |
Signature |
2 bytes |
'BM' |
| 0x02 |
FileSize |
4 bytes |
File size in bytes |
| 0x06 |
Reserved |
4 bytes |
unused (=0) |
| 0x0a |
DataOffset |
4 bytes |
File offset to Raster Data |
| InfoHeader |
40 bytes |
Windows Structure:
BITMAPINFOHEADER |
| 0x0e |
Size |
4 bytes |
Size of InfoHeader =40 |
| 0x12 |
Width |
4 bytes |
Bitmap Width |
| 0x16 |
Height |
4 bytes |
Bitmap Height |
| 0x1a |
Planes |
2 bytes |
Number of Planes (=1) |
| 0x1c |
BitCount |
2 bytes |
Bits per Pixel
1 = monochrome palette. NumColors =
1
4 = 4bit palletized. NumColors = 16
8 = 8bit palletized. NumColors =
256
16 = 16bit RGB. NumColors = 65536
(?)
24 = 24bit RGB. NumColors = 16M |
| 0x1e |
Compression |
4 bytes |
Type of Compression
0 = BI_RGB no
compression
1 = BI_RLE8 8bit
RLE encoding
2 = BI_RLE4 4bit
RLE encoding |
| 0x22 |
ImageSize |
4 bytes |
(compressed) Size of Image
It is valid to set this =0 if
Compression = 0 |
| 0x26 |
XpixelsPerM |
4 bytes |
horizontal resolution:
Pixels/meter |
| 0x2a |
YpixelsPerM |
4 bytes |
vertical resolution: Pixels/meter |
| 0x2e |
ColorsUsed |
4 bytes |
Number of actually used colors |
| 0x32 |
ColorsImportant |
4 bytes |
Number of important colors
0 = all |
| 0x36 |
ColorTable |
4 * NumColors bytes |
present only if Info.BitsPerPixel
<= 8
colors should be ordered by
importance |
| |
|
Red |
1 byte |
Red intensity |
| Green |
1 byte |
Green intensity |
| Blue |
1 byte |
Blue intensity |
| reserved |
1 byte |
unused (=0) |
| repeated NumColors
times |
| Raster Data |
Info.ImageSize bytes |
The pixel data |
Raster Data encoding
Depending on the image's BitCount and on
the Compression flag there are 6 different encoding schemes. All of them
share the following:
Pixels are stored bottom-up,
left-to-right. Pixel lines are padded with zeros to end on a 32bit
(4byte) boundary. For uncompressed formats every line will have the same
number of bytes. Color indices are zero based, meaning a pixel color of
0 represents the first color table entry, a pixel color of 255 (if there
are that many) represents the 256th entry. For images with more than 256
colors there is no color table.
|
Raster Data encoding for 1bit / black & white images
BitCount = 1 Compression = 0
Every byte holds 8 pixels, its highest
order bit representing the leftmost pixel of those. There are 2 color
table entries. Some readers will ignore them though, and assume that 0
is black and 1 is white. If you are storing black and white pictures you
should stick to this, with any other 2 colors this is not an issue.
Remember padding with zeros up to a 32bit boundary (This can be up to 31
zeros/pixels!) |
Raster Data encoding for 4bit / 16 color images
BitCount = 4 Compression = 0
Every byte holds 2 pixels, its high order 4
bits representing the left of those. There are 16 color table entries.
These colors do not have to be the 16 MS-Windows standard colors.
Padding each line with zeros up to a 32bit boundary will result in up to
28 zeros = 7 'wasted pixels'. |
Raster Data encoding for 8bit / 256 color images
BitCount = 8 Compression = 0
Every byte holds 1 pixel. There are 256
color table entries. Padding each line with zeros up to a 32bit boundary
will result in up to 3 bytes of zeros = 3 'wasted pixels'. |
Raster Data encoding for 16bit / hicolor images
BitCount = 16 Compression = 0
Every 2bytes / 16bit holds 1 pixel.
<information missing: the 16 bit
was introduced together with Video For Windows? Is it a
memory-only-format?>
The pixels are no color table pointers.
There are no color table entries. Padding each line with zeros up to a
16bit boundary will result in up to 2 zero bytes. |
Raster Data encoding for 24bit / truecolor images
BitCount = 24 Compression = 0
Every 4bytes / 32bit holds 1 pixel. The
first holds its red, the second its green, and the third its blue
intensity. The fourth byte is reserved and should be zero. There are no
color table entries. The pixels are no color table pointers. No zero
padding necessary. |
Raster Data compression for 4bit / 16 color images
BitCount = 4 Compression = 2
The pixel data is stored in 2bytes / 16bit
chunks. The first of these specifies the number of consecutive
pixels with the same pair of color. The second byte defines two color
indices. The resulting pixel pattern will be interleaved high-order
4bits and low order 4 bits (ABABA...). If the first byte is zero, the
second defines an escape code. The End-of-Bitmap is zero padded to end
on a 32bit boundary. Due to the 16bit-ness of this structure this will
always be either two zero bytes or none.
| n (byte 1) |
c (Byte 2) |
Description |
| >0 |
any |
n pixels are to be drawn.
The 1st, 3rd, 5th, ... pixels' color is in c's high-order
4 bits, the even pixels' color is in c's low-order 4
bits. If both color indices are the same, it results in just n
pixels of color c |
| 0 |
0 |
End-of-line |
| 0 |
1 |
End-of-Bitmap |
| 0 |
2 |
Delta. The following 2 bytes
define an unsigned offset in x and y direction (y being up) The
skipped pixels should get a color zero. |
| 0 |
>=3 |
The following c 4bit colors will
be read as in uncompressed files. up
to 12 bits of zeros follow, to put the file/memory pointer on a
16bit boundary again. |
Example for 4bit RLE
| Compressed Data |
Expanded data |
| 03 04 |
0 4 0 |
| 05 06 |
0 6 0 6 0 |
| 00 06 45 56 67 00 |
4 5 5 6 6 7 |
| 04 78 |
7 8 7 8 |
| 00 02 05 01 |
Move 5 right and 1 up. (Windows
docs say down, which is wrong) |
| 00 00 |
End-of-line |
| 09 1E |
1 E 1 E 1 E 1 E 1 |
| 00 01 |
EndofBitmap |
| 00 00 |
Zero padding for 32bit boundary |
|
Raster Data compression for 8bit / 256 color images
BitCount = 8 Compression = 1
The pixel data is stored in 2bytes / 16bit
chunks. The first of these specifies the number of consecutive
pixels with the same color. The second byte defines their color index.
If the first byte is zero, the second defines an escape code. The
End-of-Bitmap is zero padded to end on a 32bit boundary. Due to the
16bit-ness of this structure this will always be either two zero bytes
or none.
| n (byte 1) |
c (Byte 2) |
Description |
| >0 |
any |
n pixels of color number c |
| 0 |
0 |
End-of-line |
| 0 |
1 |
EndOfBitmap |
| 0 |
2 |
Delta. The following 2 bytes
define an unsigned offset in x and y direction (y being up) The
skipped pixels should get a color zero. |
| 0 |
>=3 |
The following c bytes will
be read as single pixel colors just as in uncompressed files. A
zero follows, if c is odd, putting the file/memory
pointer on a 16bit boundary again. |
Example for 8bit RLE
| Compressed Data |
Expanded data |
| 03 04 |
04 04 04 |
| 05 06 |
06 06 06 06 06 |
| 00 03 45 56 67 00 |
45 56 67 |
| 02 78 |
78 78 |
| 00 02 05 01 |
Move 5 right and 1 up. (Windows
docs say down, which is wrong) |
| 00 00 |
End-of-line |
| 09 1E |
1E 1E 1E 1E 1E 1E 1E 1E 1E |
| 00 01 |
End-of-bitmap |
| 00 00 |
Zero padding for 32bit boundary |
|
Portability
Although BMPs were invented by Microsoft for its Windows platform,
a lot of programs on other platforms are capable of reading and
writing them. Notice the Intel order in 2byte and 4-byte integer values
(Least significant byte first). The 16bit BMPs have been introduced to
Windows after the others, still puzzling many applications.
Trademarks, Patents and Royalties
To my knowledge: None.
Cross-Checking Software
This section is for programmers, who wish to cross-check their implementation
with others. This is an incomplete list of programs, which are available as
freeware / shareware / try-before-buy etc.
The following software is able to decode BMP files
- easiest: Make the file the MS-Windows' background.
- MS-Paint / Paintbrush
- JASC Paint Shop Pro
The following software is able to encode BMP files
- JASC Paint Shop Pro
- MS-Paint / Paintbrush
Online Resources
http://www.dcs.ed.ac.uk/~mxr/gfx/
Paper Resources
MS-Windows SDK
[German:] Referenzhandbuch Dateiformate by Günter Born.
The following suggestions are from the Graphics Fileformats FAQ:
- Inside Windows File Formats, Tom Swan, Sams Publishing 1993.
ISBN 0-672-30338-8 $24.95 softcover, 337 pages and 1 disk (3.5 in.).
Order: Sams Publishing, 2201 West 103rd Street, Indianapolis,
IN 46290
- Luse, Marv. "The BMP File Format," Dr. Dobb's Journal, #219 September
1994 (Vol 9, Issue 10), pp. 18-22.
code available at: ftp://ftp.mv.com/pub/ddj/1994/1994.09/bmp.zip
- The BMP File Format: Part I+II, Dr.
Dobb's Journal, David Charlap, #228+#229
March+April 1995 (Vol. 20, Issue 3+4).
code available at: ftp://ftp.mv.com/pub/ddj/1995/1995.03/bmp.zip