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Long time since I worked on those. Not sure I'll have time in the next few weeks, but I'll try to write something together if you still need/want some info. :)
I'm not sure about real 32bit and transparency ingame though - this is for AoE uses a special 256 color palette that also includes specific values used for the player colors (so if a pixel is identified to be in one of the 8 values of a player color, it is automatically replaced by the corresponding value of the player color an actual player uses ingame).
The terrain system was build from scratch to support png images instead of the old slp solution and 32bit though. So I don't think the slp files - that still use the old routines - are actually able to use such enhanced 32bit frames - you can see this from using a frame not converted to AoEs color palette before importing it into the slp container - colors are messed up then.
Transparency is also something beeing applied ingame. If a slp frame is considered to be transparent (n0 layer for most units) it is shown transparent ingame although the color of the bmp image is gray/black).
Hopefully this information can be utilized to make our first 32 bit mods!!! btw alpha channel means transparency if im right? so we could even make stuff transparent :)
Channels: RGBA (Red Green Blue Alpha Channel)
4 Bytes per pixel
But here is the catch:
At the very start of the 32 bit slp frame, you got a byte in heximal value "80"
Then the first row of pixels start consisting of bytes each color, my example image has 32x32 pixels, so it was followed by 128 bytes of RGBA data
But attention! at the end of the row you get another hex value "80 0F" and then the next row of pixeldata starts and each row ends with a "80 0F" heximal value and the final row of pixels only ends with "0F" like the pic started with "80" so you see its both 80 and 0F
Seems 80 0F is used for spacing!