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       Verge 2 CHR character graphic file specifications
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   Document produced by Brad Smith on guidelines provided by
                Benjamin Eirich (vecna), 1999.

 The left column is offsets (HEX). Second column is data size.

  00 BYTE - Always equal to 1
  01 WORD - Width of sprites
  03 WORD - Height of sprites
  05 WORD - Hotspot Left
  07 WORD - Hotspot Top
  09 WORD - Hotspot size X (Always 16, tile size)
  0B WORD - Hotspot size Y (Always 16, tile size)
  0D WORD - Total frames (refered to as #f from now on)

  0F LONG - Length of compressed data.
     Compressed data follows in an RLE type:
      -> Data byte is 0-254 - means plain, uncompressed data byte.
      -> Data byte is 255 - run length packet:
         -> next byte is run length.
         -> next byte is run color.

  -- LONG - Idle Frame Left
  -- LONG - Idle Frame Right
  -- LONG - Idle Frame Up
  -- LONG - Idle Frame Down
  -- - Movement scripts begin, 4 packets, of the following:
        00 DWORD  - Length of script
        04 STRING - The script, the scripts are formatted:
            'F##' Displays frame ## (eg. F1 F12 F34)
            'W##' Waits ## sec/100s (eg. W10 W100)
        The scripts appear like this:
          "F1W10F4W10F3W100F6W10F5W10F2W10"
     The 8 scripts are Left Right Up Down all terminated by a null zero.
     The first byte of every script should be an F.
  END OF FILE

Notes:
   The hotspot coordinates are the top left point of a tile that
 your character would be standing on.
   Make sure to add 1 when doing a STRLEN on a movement script.
   The original V1 CHR file was just 15360 bytes (30*16*32) of
 raw 8bit graphical data. (Or less in the original 20 frame version.)
