KISS General Specification

(Based on the KiSS GS/Specs translated by K.O.S.)
(Updated by Stephen Lepisto (http://otakuworld.com) to include additional information and clarification)

1. Introduction

KiSS a "paper doll" program, has been developed for computers based on NEC PC-9801VM2 architecture since March 1991. Many people have enjoyed and implemented KISS for other computers. Now KISS is running on many platforms.
KiSS, short for Kisekae Set System, is a way to participate in interactive art on the computer. Originally designed primarily to provide interactive "paper dolls", KiSS has grown into something much, much more.
Imagine a doll that shows emotions when you touch her/him/it. Imagine clothing that changes when other accessories are placed on the character. Imagine changing that blue suit for a red suit with a click of a button. Imagine playing with make-up or hairstyles or jewelry.
But wait, there's more! You can have sound effects and even background music. If "dolls" are not your thing, how about decorating a building with different facades, windows, or even gargoyles? How about playing a game in KiSS where your score is expressed in coins that can be used in an interactive shop? Want to learn how to create KiSS art? Play with a KiSS tutorial that shows you how.
All this and more await you in the world of KiSS!

2. General Specifications

A KiSS Artform is composed of cels (images), color palettes, and a script that specifies how the cels and palettes work together to create the artform. Table 2-1 describes the overall limits of cel sizes and color depths.
Table 2-1: KiSS Artform limits
FeatureLimit
Colors16, 256 or full-color (32-bit)
Palettes16 and 256 color
Screen sizeUnlimited (also known as the play field)
Cel sizeUnlimited

3. Basic File Types

KiSS uses the following files: