Work in progress

ANIM specification on wikipedia:

ANIM specifications prepared by Spartan Inc / Aegis Dev Co / Wolfgang Hofer:

From the text specifications:

1.0 Introduction
    ANIM is an IFF FORM and its basic format is as follows (this
      assumes the reader has a basic understanding of IFF format
                      FORM ANIM
                      . FORM ILBM         first frame
                      . . BMHD                normal type IFF data
                      . . ANHD                optional animation header
                                              chunk for timing of 1st frame.
                      . . CMAP
                      . . BODY
                      . FORM ILBM         frame 2
                      . . ANHD                animation header chunk
                      . . DLTA                delta mode data
                      . FORM ILBM         frame 3
                      . . ANHD
                      . . DLTA
2.0 Chunk Formats
   2.1 ANHD Chunk
      The ANHD chunk consists of the following data structure:

           UBYTE operation  The compression method:
                            =0 set directly (normal ILBM BODY),
                            =1 XOR ILBM mode,
                            =2 Long Delta mode,
                            =3 Short Delta mode,
                            =4 Generalized short/long Delta mode,
			    =5 Byte Vertical Delta mode
			    =7 short/long Vertical Delta mode
                            =74 (ascii 'J') reserved for Eric Graham's
                               compression technique (details to be
                               released later).

           UBYTE mask      (XOR mode only - plane mask where each
                            bit is set =1 if there is data and =0
                            if not.)
           UWORD w,h       (XOR mode only - width and height of the
                            area represented by the BODY to eliminate
                            unnecessary un-changed data)
           WORD  x,y       (XOR mode only - position of rectangular
                            area representd by the BODY)
           ULONG abstime   (currently unused - timing for a frame
                            relative to the time the first frame
                            was displayed - in jiffies (1/60 sec))
           ULONG reltime   (timing for frame relative to time
                            previous frame was displayed - in
                            jiffies (1/60 sec))
           UBYTE interleave (unused so far - indicates how may frames
                             back this data is to modify.  =0 defaults
                             to indicate two frames back (for double
                             buffering). =n indicates n frames back.
                             The main intent here is to allow values
                             of =1 for special applications where
                             frame data would modify the immediately
                             previous frame)
           UBYTE pad0        Pad byte, not used at present.
           ULONG bits        32 option bits used by options=4 and 5.
                             At present only 6 are identified, but the
                             rest are set =0 so they can be used to
                             implement future ideas.  These are defined
                             for option 4 only at this point.  It is
                             recommended that all bits be set =0 for
                             option 5 and that any bit settings
                             used in the future (such as for XOR mode)
                             be compatible with the option 4
                             bit settings.   Player code should check
                             undefined bits in options 4 and 5 to assure
                             they are zero.

                             The six bits for current use are:

                             bit #              set =0               set =1
                             0              short data           long data
                             1                 set                  XOR
                             2             separate info        one info list
                                           for each plane       for all planes
                             3               not RLC        RLC (run length coded)
                             4              horizontal           vertical
                             5           short info offsets   long info offsets

           UBYTE pad[16]     This is a pad for future use for future
                             compression modes.
modding/anim_file.txt · Last modified: 2019/01/27 10:57 (external edit)
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