Gonna go back to Pixello (Page 1) for a bit.
When Myndale mentioned about saving to the SD card, I began to look into that today. Online I found an article about code for .BMP files at
http://paulbourke.net/dataformats/bmp/ .
It seems simple enough, probably easier because with the image data all we would need to do is 1s & 0s. But could the Gamebuino save a file like this on the fly? I'm guessing an algorithm (or whatever) like this may work.
Header : IDK. It doesn't seem to have any variables or whatnot.
Information (Taken from that article) :
unsigned int size; /* Header size in bytes */ - IDK.
int width,height; /* Width and height of image */ - Would use whatever data might be in a EEPROM or .c file with the PROGMEM and change the variables to the images x/y.
unsigned short int planes; /* Number of colour planes */ - 0. Probably.
unsigned short int bits; /* Bits per pixel */ - 1, because it's a 1-bit palette.
unsigned int compression; /* Compression type */ - 0 according to the article.
unsigned int imagesize; /* Image size in bytes */ - IDK.
int xresolution,yresolution; /* Pixels per meter */ - Probably would divide each pixel into so-and-so meters and multiply that by the x and y.
unsigned int ncolours; /* Number of colours */ - 1. Black and transparency.
unsigned int importantcolours; /* Important colours */
Image Data : Probably a bunch of 1s and 0s like I mentioned? I'm also a bit clueless on this also.