External Graphics File Formats (page to be completed)

The external graphics file formats supported by rtlib through Bload and 
Bsave.

Here is a rough starting point, though many bits still to add in... (from 
coderJeff)

Files used with BLOAD/BSAVE
	First byte of file:

	&hFD  QB BSAVED BLOCK 
	&hFE  FB BSAVED BLOCK
	&h42  Windows Bitmap (&h42 = Asc("B"))

	For the QB/FB saved block, &hFD and &hFE identify the file as a QB/FB 
format and the next bytes determine the SIZE of the data contained in the 
file, followed by DATA and optionally PALETTE.

	For the Windows Bitmap, should be binary compatible with standard 
	Windows BMP files. When loading, &h42 only identifies the file as 
	possibly a windows bitmap and other checks on the header may cause it to 
	fail loading.

QB BSAVED Block

	OFS  Len   DESCRIPTION
	0    1     QB BSAVED BLOCK Identifier (&hFD)
	1    4     Ignored
	5    2     Unsigned 16 Bit SIZE, little endian order
	7   ...    Data (expected To be SIZE bytes Long) 
	?   ...    Palette COLORS

BSAVE and QB/FB Save Block
	BSave( filename, source [,[ size ][,{ pal | pal, bitsperpixel }]] )

	BSAVE always writes using the FB format (&hFE)
	DATA bytes written is the smaller of the SIZE parameter and screen * 
	pitch
	PALETTE is written either from pal parameter or from current screen's 
	palette

BLOAD and QB/FB Save Block
	BLoad filename [, dest [, [pal]]]

	If dest is not given, then DATA is loaded directly to screen memory byte 
	for byte. If SIZE exceeds the current screen * pitch, then DATA is 
	truncated to fit the size of the current graphics mode.

	If dest is given, then DATA is loaded directly to the memory location 
	pointed to by 'dest'.

	RLE (Run-Length Encoding) not supported. So only uncompressed formats.

BLOAD/BSAVE and Windows bitmap
	BLOAD - if first byte is &H42 then file is attempted to be loaded as a 
	bitmap
	BSAVE - if filename has '.bmp' extension, then is saved as bitmap

.....
.....

See also
	* KeyPgBloadBLoad
	* KeyPgBsaveBSave
	* .....

