home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Space & Astronomy
/
Space and Astronomy (October 1993).iso
/
mac
/
VIEWERS
/
MSDOS
/
GIF.ZIP
/
USER.NOT
< prev
Wrap
Text File
|
1988-02-06
|
11KB
|
174 lines
WHAT YOU GET
The .ARC file you got should contain the following files:
This USER.NOT file
GIFSLOW.PAS
GIFEGA.PAS
NLZW.ASM
READRAST.ASM
SCROLL.ASM
SCRSAVE.ASM
GIFSLOW.EXE
GIFEGA.EXE
These make up the source and executable for two GIF reader/displayers
written in Turbo Pascal 4.0 and MASM compatible assembly language. GIFSLOW
is written entirely in Turbo to lay out the techniques being used in a form
more accessible than assembly language, and boy, does it live up to its
name -- you can go have a short beer while the program is decoding and
displaying a single picture. GIFEGA is much faster -- it takes about 15-30
seconds to display a picture depending on its complexity -- and adds a
directory display, scrolling, and a file save feature. The guts of GIFEGA
are in assembly-language external files, which I've tuned to make it as
fast as I can manage. The principal reason for putting up these amateur
works is to provide source code for LZW decompression, which seems to be a
stumbling block for many who'd otherwise be writing their own GIF readers.
Using the program is pretty straightforward. With GIFSLOW all you do
is type in the filename at the prompt. If you get tired of waiting for the
picture to fully display, hitting ESC will get you out of it. GIFEGA is a
little more sophisticated. The program will display a list of eligible
files (files with the extension '.GIF') in the current directory. You're
then prompted for a filename. Just hitting ENTER at this point gets you out
of the program. Type in a single '\' character and the program will prompt
you for a new path name, then switch to that new path and display a new
list of files. Type in the filename you'd like to see displayed (you don't
have to add the .GIF extension), and the program will display it. When the
display is done, the computer will beep. If the picture is larger
vertically than the screen, you can then scroll it by using the Up and Down
Arrows and the Home and End keys. The Up and Down arrow keys move the
picture in increments of ten scan lines at a time. The Home key moves to
the top of the picture, and the End key moves to the bottom. Hitting ESC
gets you out of the display and produces a prompt asking you to hit the
space bar if you want to save the file as an EGA Paint compatible .SCR
file. Hit the space bar and you'll save the file with the same pathname and
filename but the extension .SCR. That's all there is to it.
HOW THE PROGRAM WORKS
While the operation of the program is pretty fully explained in the
comments, a brief sketch of its operation and a few notes on the techniques
used are probably useful. The program starts by getting and sorting the
directory list, displaying it, and then getting the filename from the user.
The file is then read in, and it's worth spending a few moments on how we
do this.
Since a GIF file has a header of no fixed length, the obvious way to
treat it is as a file of byte. The problem is that reading long files a
byte at a time in Turbo is a very slow process; if we cheat the compiler a
bit by claiming that the file is really a single large data structure, and
try to read it all in one fell swoop, we can speed matters up enormously.
This is what both programs do. The file is declared as a RasterArray,
a one-dimensioned array of 64,000 bytes, which is maintained on the heap.
We try to read this big data structure from the file. This demands that we
turn off I/O checking during the read (otherwise if the file is smaller
than 64,000 bytes an error will occur) and call IORESULT after the read (or
else Turbo will refuse to do any more I/O). If the file is larger than
64,000 bytes, this will be detected and dealt with later.
Now we have the whole file, or most of it, in memory, and we have to
read the header. This is done by the functions GetByte and GetWord, which
mimic a file read of a single byte or of a word. We read the necessary
variables described in the GIF spec from the file, and compute some more
based on those. As described in 'Problems and Limitations' below we don't
cope with absolutely every possibility outlined in the GIF spec, but I've
yet to have the program fail on this account (although making the program
conform completely to the spec is one obvious enhancement). We also read
and set up the color palette. At this point, if it's a 256-color picture,
we do an extremely crude fix to make the picture display in 16 colors with
(hopefully) some remote resemblance to the original. This is done by
arbitrarily declaring the first 16 colors in the palette to be the EGA
palette, then resetting the color values above 16 to their nearest
equivalents below 16. This could be improved on, and I'm open to
suggestions as to how.
Once we have the necessary variables and constants all set up, we're
ready to start decompressing. The first step in this is to unblock the
whole data stream -- that is, to turn the data stream from a series of 255-
byte or less blocks into one long stream of data. This may seem to be an
unnecessary step; a lot of GIF readers seem to unblock the data stream as
they go, but if we do that then each and every time we read a code we have
to check to see if we're near the end of the current block, and if so, move
the tail end of that block up to the front of the read buffer, unblock and
add on the next block, and recompute BITOFFSET to point back to the start
of the buffer. This makes for an awful lot of checking and computation
repeated God knows how many times. Unblocking the data stream beforehand
makes the READCODE routine much simpler, whether in high level or in
assembly, and faster as well. (And why Compuserve decided to block the durn
thing beats me: tradition?)
During unblocking we also cope with files larger than 64,000 bytes.
The logic of this is simple enough: if we run out of GIFSTUFF during
unblocking, we allocate memory for another RASTER array, do another read
from the file, and put the rest of the data stream into this second RASTER
array. During decoding, if this second array exists, we check to see if
we're near the end of the first one. If so, we move the end of the first
one up to the front of it, copy the contents of the second RASTER array
into the first, reset BITOFFSET back to the start of the array, and keep
on. This is just what other readers do on a block-by-block basis, but done
on a larger scale, and only once. You can see this happen on a file bigger
than 64,000 bytes: there'll be a 'hiccup' when the arrays are readjusted.
This is faster than waiting and doing a second file read during the actual
decompress/display, but as a consequence the program uses a lot of memory:
as much as 192K over and above the size of the program at peak.
Once we have our data stream unblocked we can unravel the LZW
decompression. This, frankly, I don't understand too well, but what comes
out of the decompression cycle are pixels ready to write to the EGA screen.
GIFSLOW does this a pixel at a time using a BIOS call; GIFEGA does this a
scan line at a time, writing directly to EGA memory. We take advantage of
the fact that the EGA's memory will hold a 640x480 picture (even if the
card will only display 640x350) to get the whole picture into EGA memory,
so that when we're done we can grab the four bit planes and save them in
new heap arrays. We can then use those heap arrays to scroll the picture or
save it as an EGA Paint-compatible .SCR file (which consists of the header
followed by the four bit planes in order 0,2,1,3). Scrolling is done only
if the picture is larger than the screen, and is done by using Write Mode 0
to move the bitplanes from the heap arrays back into the EGA memory,
starting at an an offset into the bitplane arrays determined by the Turbo
variable ROLL. Originally the scrolling routine moved the bitplanes one at
a time and all at a time, but this led to a 'rainbow' effect with some
pictures (you could see the bitplanes being moved) and the routine was
changed to move a scan line from each bitplane at a time, which got rid of
the problem but allows you to see the scroll in action as the picture
ripples down the screen. This could doubtless be improved.
LIMITATIONS AND KNOWN PROBLEMS
The program deviates somewhat from the letter of the GIF spec, as
follows:
No provision is made for a default colormap if a global one is not
supplied.
No provision is made for dealing with a local colormap.
No provision is made for dealing with GIF enhancements, nor with
multiple images in the same file.
While all these are deviations from the strict spec, I've yet to have
the program fail on that account.
The program doesn't cope well with 256-color images. This is doubtless
fixable (and one obvious area for improvement) but I haven't spent much
time on it.
No provision is made in the program for modes other than vanilla EGA
(640x350x16). One consequence of this is that though the save routine can
write .SCP (640x480) files as well as .SCR files, this feature is
permanently turned off in the program as it stands. This can be fixed, if
you have an EGA that will handle more resolution, by changing the typed
constant EGAHeight to 480.
The program doesn't work with GRABEGA; the files produced seem to have
the wrong palette setting. Since GRABEGA works with other GIF readers the
bug would seem to be in GIFEGA, but I don't know where, and since the
program incorporates a .SCR save routine I'm not looking too hard.
Some obvious areas of enhancement would include: more comprehensive
error checking and recovery (at present the program will lock up or
otherwise die if there's an error in the GIF data stream; detecting these
is tough), printing, a sexier directory display with moving highlights,
more save file formats, etc. More professional programmers would doubtless
like more modularity and structure, less reliance on globals, and so on, in
the code; anyone is welcome to dive in and improve the program any way he
or she can.
I hope you enjoy the program; I had fun writing it, and I hope you
have fun with it. The code is placed in the public domain, since it's based
on the work of others who were generous enough to place their code in the
public domain; chief among these is Tom Pfau of DEC, who wrote the public
domain file unsqueezer LZDCMP, on which this program is based. While I've
claimed no copyright and you can do what you like with the code, it's
intended for the use of individuals for their own enjoyment, and I ask that
you don't use it in any program transferred for a fee.