When you load an image, it is stored with alpha value regardless of whether it had it or not. So each pixel color is 4 bytes long.
The pixel data is stored in one continuous row, and if you wanted to pokeInt data into it at specific X/Y positions you will have to know the pitch of the imagebuffer. This determines how many bytes there is until a new line is stored. See the previous example I posted for how to do the offset calculations.
The following is untested as I don't have the option of using my blitz at this computer I am at.
The pixel data is stored in one continuous row, and if you wanted to pokeInt data into it at specific X/Y positions you will have to know the pitch of the imagebuffer. This determines how many bytes there is until a new line is stored. See the previous example I posted for how to do the offset calculations.
The following is untested as I don't have the option of using my blitz at this computer I am at.
size = ImageWidth( temp ) * ImageHeight( temp ) for count = 0 to size-1 peekdata = peekInt( imagebank, count*4 ) and $FFFFFF red = ( peekdata shr 16 ) and $FF green = ( peekdata shr 8 ) and $FF blue = peekdata and $FF WriteLine( saveingdata, peekdata ) ; Writeline( savingdata, red+","+green+","+blue ) next