Gimp and Windows Photo throw an error opening the files produced by AGSprite. This is caused by two errant bytes, one in field 4 and one in field 5 (as referenced on Wikipedia).
Byte at 0x8 is Colormap BPP, this should be at 0x7. Overall BPP is at 0x13 should be at 0x11.
Removing one zero byte from 0x3-0x5 and the zero byte at 0x8 (after removing the first byte) allows the TGA to load successfully. Looking at the byte order of the TGA standard (lo-hi) this appears to be the correct solution.
Extracting sprites from Primordia.
Gimp and Windows Photo throw an error opening the files produced by AGSprite. This is caused by two errant bytes, one in field 4 and one in field 5 (as referenced on Wikipedia).
Byte at 0x8 is Colormap BPP, this should be at 0x7. Overall BPP is at 0x13 should be at 0x11.
Removing one zero byte from 0x3-0x5 and the zero byte at 0x8 (after removing the first byte) allows the TGA to load successfully. Looking at the byte order of the TGA standard (lo-hi) this appears to be the correct solution.
This may be a compiler issue as well: http://www.paulbourke.net/dataformats/tga/
Unfortunately, repairing this is way above my skill level, I am not a C coder and don't understand how the code generates this bitstream.
Using Windows binaries from agsutils-0.9.5-win32.zip.