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	<id>https://wiki.multimedia.cx/index.php?action=history&amp;feed=atom&amp;title=Access_VID</id>
	<title>Access VID - Revision history</title>
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	<updated>2026-06-17T08:15:16Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.multimedia.cx/index.php?title=Access_VID&amp;diff=15562&amp;oldid=prev</id>
		<title>Kostya: fill description from ScummVM code</title>
		<link rel="alternate" type="text/html" href="https://wiki.multimedia.cx/index.php?title=Access_VID&amp;diff=15562&amp;oldid=prev"/>
		<updated>2021-07-20T10:22:54Z</updated>

		<summary type="html">&lt;p&gt;fill description from ScummVM code&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;* Company: Access Software&lt;br /&gt;
* Extension: .vid&lt;br /&gt;
&lt;br /&gt;
This is a simple RLE-based format with 8-bit mono PCM audio used in some games by Access Software.&lt;br /&gt;
&lt;br /&gt;
== Container format ==&lt;br /&gt;
=== Container header ===&lt;br /&gt;
&lt;br /&gt;
 4 bytes - VID\0&lt;br /&gt;
 1 byte  - unknown&lt;br /&gt;
 2 bytes - unknown&lt;br /&gt;
 2 bytes - width&lt;br /&gt;
 2 bytes - height&lt;br /&gt;
 2 bytes - delay between frames in 1/60th of second&lt;br /&gt;
 2 bytes - unknown&lt;br /&gt;
&lt;br /&gt;
=== Known chunks ===&lt;br /&gt;
&lt;br /&gt;
Each chunk begins with a byte telling its type:&lt;br /&gt;
&lt;br /&gt;
* 0x00 - uncompressed full frame&lt;br /&gt;
* 0x01 - skip/raw full frame&lt;br /&gt;
* 0x02 - VGA palette&lt;br /&gt;
* 0x03 - fill/raw compressed frame&lt;br /&gt;
* 0x04 - partial skip/raw compressed frame&lt;br /&gt;
* 0x14 - end of file&lt;br /&gt;
* 0x7C - first audio chunk&lt;br /&gt;
* 0x7D - audio chunk&lt;br /&gt;
&lt;br /&gt;
=== Video frames ===&lt;br /&gt;
&lt;br /&gt;
Video frame data starts with 2-byte additional delay field (i.e. how many tertia you have to wait before displaying the frame in addition to the regular delay specified in the container header).&lt;br /&gt;
&lt;br /&gt;
Uncompressed full frame contains raw data for the whole frame. Compressed frames employ RLE in the simplest form: top bit tells whether we should read raw data or perform fill or skip (depending on frame type). Partial frame also contains 2-byte word with a start horizontal position (i.e. if offset is 16 then pixels 0-15 in each row won't be touched).&lt;br /&gt;
&lt;br /&gt;
=== Audio frames ===&lt;br /&gt;
&lt;br /&gt;
First audio chunk begins has a three-byte header: 2-byte syncword and 1-byte sample rate index (actual sample rate is calculated as 1000000 / (256 - rate) just like in [[VOC]]).&lt;br /&gt;
&lt;br /&gt;
Then there is 2-byte size of actual audio data in bytes and audio data itself.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game Formats]]&lt;br /&gt;
[[Category: Video Codecs]]&lt;/div&gt;</summary>
		<author><name>Kostya</name></author>
	</entry>
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