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	<id>https://wiki.multimedia.cx/index.php?action=history&amp;feed=atom&amp;title=Ascorn_animation</id>
	<title>Ascorn animation - Revision history</title>
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	<updated>2026-04-08T09:23:13Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.multimedia.cx/index.php?title=Ascorn_animation&amp;diff=15865&amp;oldid=prev</id>
		<title>Kostya: fill information</title>
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		<updated>2025-03-14T16:00:50Z</updated>

		<summary type="html">&lt;p&gt;fill information&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;This is an animation format used by Ascorn (later Ascaron) in some of its games like [https://www.mobygames.com/game/3816/gloriana/ Elisabeth I (aka Gloriana)] or [https://www.mobygames.com/game/40963/das-hexagon-kartell/ Das Hexagon Kartell]. Unlike many other formats it decodes YUV picture with 5 or 6 bits per component.&lt;br /&gt;
&lt;br /&gt;
File is organised into a series of chunks, each with 4-byte type and size. First chunk should be &amp;lt;code&amp;gt;AN15&amp;lt;/code&amp;gt;, last one should be &amp;lt;code&amp;gt;ENDE&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Header chunk ===&lt;br /&gt;
  4 bytes - &amp;quot;AN15&amp;quot;&lt;br /&gt;
  4 bytes - size (usually 64)&lt;br /&gt;
  4 bytes - zero&lt;br /&gt;
  4 bytes - header size again&lt;br /&gt;
  4 bytes - &amp;quot;V0.9&amp;quot;&lt;br /&gt;
  4 bytes - number of video frames&lt;br /&gt;
  4 bytes - number of audio frames&lt;br /&gt;
  4 bytes - unknown, usually zero&lt;br /&gt;
  4 bytes - offset to video frame index&lt;br /&gt;
  4 bytes - offset to audio frame index&lt;br /&gt;
  12 bytes - always zero?&lt;br /&gt;
  3 bytes - unknown&lt;br /&gt;
  4 bytes - unknown&lt;br /&gt;
  1 byte  - unknown&lt;br /&gt;
  4 bytes - frames per one hundredth of second (e.g. 1250 for 12.5 fps)&lt;br /&gt;
  4 bytes - unknown&lt;br /&gt;
&lt;br /&gt;
=== Audio chunk ===&lt;br /&gt;
  4 bytes - &amp;quot;SAMP&amp;quot;&lt;br /&gt;
  4 bytes - size&lt;br /&gt;
  4 bytes - CRC&lt;br /&gt;
  4 bytes - header size (usually 15, starting from CRC field)&lt;br /&gt;
  3 bytes - sample rate&lt;br /&gt;
  1 byte  - number of channels&lt;br /&gt;
  1 byte  - bits per sample&lt;br /&gt;
  2 bytes - usually zero&lt;br /&gt;
&lt;br /&gt;
Audio data is unpacked PCM&lt;br /&gt;
&lt;br /&gt;
=== Palette chunk ===&lt;br /&gt;
  4 bytes - &amp;quot;PALT&amp;quot;&lt;br /&gt;
  4 bytes - size&lt;br /&gt;
  4 bytes - usually zero&lt;br /&gt;
  4 bytes - unknown&lt;br /&gt;
  768 bytes - VGA palette&lt;br /&gt;
  rest - LUT&lt;br /&gt;
&lt;br /&gt;
This chunk provides look-up table for mapping YUV data into indexed colours.&lt;br /&gt;
&lt;br /&gt;
=== Picture chunk ===&lt;br /&gt;
  4 bytes - &amp;quot;BILD&amp;quot;&lt;br /&gt;
  4 bytes - size&lt;br /&gt;
  4 bytes - usually zero&lt;br /&gt;
  4 bytes - header size&lt;br /&gt;
  2 bytes - width&lt;br /&gt;
  2 bytes - height&lt;br /&gt;
  2 bytes - compression mode&lt;br /&gt;
  4 bytes - luma size&lt;br /&gt;
  4 bytes - first chroma component size&lt;br /&gt;
  4 bytes - second chroma component size&lt;br /&gt;
  8 bytes - unknown&lt;br /&gt;
  if header size &amp;gt; 34 {&lt;br /&gt;
    11 bytes - unknown&lt;br /&gt;
    1 byte - bits per luma sample (0 or 5 - 5 bits, 6 - 6 bits)&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
There are several compression methods known:&lt;br /&gt;
* 2 - raw YUV data packed in bits (5 or 6 bits for luma, signed 8 bits for chroma), luma plane first, chroma planes afterwards&lt;br /&gt;
* 3 - differences to the previous YUV frame&lt;br /&gt;
* 4 - same as method 3 but data is motion compensated with MV data sent before the change data (each 8x8 luma block having MV source consisting of 9-bit vertical offset and 10-bit horizontal offset)&lt;br /&gt;
* 16 - RGB compression&lt;br /&gt;
&lt;br /&gt;
Method 3 codes data almost in the same way as method 2 except that zero component value means skip with the next 8- or 16-bit value (top bit set means 16-bit value, 8 bits otherwise) being the number of values to leave unchanged.&lt;br /&gt;
&lt;br /&gt;
Method 16 is LZ77-like compression performed on RGB24 data. Flags are grouped in bytes and sent before the rest of the data. Flag 1 means raw RGB triplet, flag 0 means reading 16-bit offset plus 8-bit length (plus three) and copying that number of pixels from that offsets.&lt;br /&gt;
&lt;br /&gt;
Image data is stored in wrapped 128000-pixel buffer which fits two images, so the previous image may be referenced while decoding the current one.&lt;br /&gt;
&lt;br /&gt;
=== Index chunks ===&lt;br /&gt;
  4 bytes - &amp;quot;SPTR&amp;quot; (audio) / &amp;quot;BPTR&amp;quot; (video)&lt;br /&gt;
  4 bytes - usually 4&lt;br /&gt;
  4 bytes - usually 12&lt;br /&gt;
  4 bytes - number of entries&lt;br /&gt;
  N*4 bytes - offsets to the audio/video frame chunks&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Formats]]&lt;/div&gt;</summary>
		<author><name>Kostya</name></author>
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