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Frozen Fish 1: Amiga
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ANBM
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1988-12-13
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TITLE: Form ANBM (animated bitmap form used by Framer, Deluxe Video)
(note from the author)
The format was designed for simplicity at a time when the IFF
standard was very new and strange to us all. It was not designed
to be a general purpose animation format. It was intended to be
a private format for use by DVideo, with the hope that a more
powerful format would emerge as the Amiga became more popular.
I hope you will publish this format so that other formats will
not inadvertantly conflict with it.
PURPOSE: To define simple animated bitmaps for use in DeluxeVideo.
In Deluxe Video objects appear and move in the foreground
with a picture in the background. Objects are "small" bitmaps
usually saved as brushes from DeluxePaint and pictures are large
full screen bitmaps saved as files from DeluxePaint.
Two new chunk headers are defined: ANBM and FSQN.
An animated bitmap (ANBM) is a series of bitmaps of the same
size and depth. Each bitmap in the series is called a frame and
is labeled by a character, 'a b c ...' in the order they
appear in the file.
The frame sequence chunk (FSQN) specifies the playback
sequence of the individual bitmaps to achieve animation.
FSQN_CYCLE and FSQN_TOFRO specify two algorithmic sequences. If
neither of these bits is set, an arbitrary sequence can be used
instead.
ANBM - identifies this file as an animated bitmap
.FSQN - playback sequence information
.LIST ILBM - LIST allows following ILBMs to share properties
..PROP ILBM - properties follow
...BMHD - bitmap header defines common size and depth
...CMAP - colormap defines common colors
..FORM ILBM - first frame follows
..BODY - the first frame
. - FORM ILBM and BODY for each remaining frame
.
.
Chunk Description:
The ANBM chunk identifes this file as an animated bitmap
Chunk Spec:
#define ANBM MakeID('A','N','B','M')
Disk record:
none
Chunk Description:
The FSQN chunk specifies the frame playback sequence
Chunk Spec:
#define FSQN MakeID('F','S','Q','N')
/* Flags */
#define FSQN_CYCLE 0x0001 /* Ignore sequence, cycle a,b,..y,z,a,b,.. */
#define FSQN_TOFRO 0x0002 /* Ignore sequence, cycle a,b,..y,z,y,..a,b, */
/* Disk record */
typedef struct {
WORD numframes; /* Number of frames in the sequence */
LONG dt; /* Nominal time between frames in jiffies */
WORDBITS flags; /* Bits modify behavior of the animation */
UBYTE sequence[80]; /* string of 'a'..'z' specifying sequence */
} FrameSeqn;
Supporting Software:
DeluxeVideo by Mike Posehn and Tom Case for Electronic Arts
Thanks,
Mike Posehn