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	<title>Elige Tu Muerte FX - Revision history</title>
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	<updated>2026-10-20T11:22:26Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.multimedia.cx/index.php?title=Elige_Tu_Muerte_FX&amp;diff=16164&amp;oldid=prev</id>
		<title>Kostya: fill information</title>
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		<updated>2026-10-05T14:20:26Z</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 in [https://discmaster.textfiles.com/browse/12498/PCMania%20CD38_1.iso/anima/muere Elige Tu Muerte] FMV micro-game.&lt;br /&gt;
&lt;br /&gt;
File header:&lt;br /&gt;
  2 bytes - &amp;quot;FX&amp;quot;&lt;br /&gt;
  2 bytes - horizontal video offset&lt;br /&gt;
  2 bytes - vertical video offset&lt;br /&gt;
  2 bytes - width&lt;br /&gt;
  2 bytes - height&lt;br /&gt;
  6 bytes - unknown&lt;br /&gt;
  4 bytes - file size&lt;br /&gt;
  12 bytes - unknown&lt;br /&gt;
&lt;br /&gt;
Frame are RLE-compressed, separated into five planes (the standard four-plane 256-colour VGA mode plus one special plane for pixels common for all planes) plus update mask.&lt;br /&gt;
&lt;br /&gt;
RLE opcodes are:&lt;br /&gt;
* &amp;lt;code&amp;gt;0x00&amp;lt;/code&amp;gt; -- end of data (or empty frame)&lt;br /&gt;
* &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt; -- next byte is number of pixels to read for the current plane minus one&lt;br /&gt;
* &amp;lt;code&amp;gt;0x02&amp;lt;/code&amp;gt; -- next byte is run length minus one followed by the run value byte&lt;br /&gt;
* &amp;lt;code&amp;gt;0x03&amp;lt;/code&amp;gt; -- next byte is number of pixels to skip minus one&lt;br /&gt;
* &amp;lt;code&amp;gt;0x11&amp;lt;/code&amp;gt; -- next 16-bit value is number of pixels to read for the current plane minus one&lt;br /&gt;
* &amp;lt;code&amp;gt;0x12&amp;lt;/code&amp;gt; -- next 16-bit value is run length minus one followed by the run value byte&lt;br /&gt;
* &amp;lt;code&amp;gt;0x13&amp;lt;/code&amp;gt; -- next 16-bit value is number of pixels to skip minus one&lt;br /&gt;
* &amp;lt;code&amp;gt;0x20-0x23&amp;lt;/code&amp;gt; -- select VGA plane 0-3&lt;br /&gt;
* &amp;lt;code&amp;gt;0x24&amp;lt;/code&amp;gt; -- update mask data&lt;br /&gt;
* &amp;lt;code&amp;gt;0x25&amp;lt;/code&amp;gt; -- select special common plane mode (with puts pixel to all planes simultaneously)&lt;br /&gt;
* &amp;lt;code&amp;gt;0x30&amp;lt;/code&amp;gt; -- VGA palette update starting with two bytes telling update start and end (should be the first opcode if present)&lt;br /&gt;
* &amp;lt;code&amp;gt;0x40-0x7F&amp;lt;/code&amp;gt; -- read 1-64 pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;0x80-0xBF&amp;lt;/code&amp;gt; -- repeat next byte value 1-64 times&lt;br /&gt;
* &amp;lt;code&amp;gt;0xC0-0xFF&amp;lt;/code&amp;gt; -- skip 1-64 pixels&lt;br /&gt;
&lt;br /&gt;
Update mask data contains 1-2 byte length minus one (&amp;lt;code&amp;gt;0x00-0x3F&amp;lt;/code&amp;gt; -- read another byte and use this one for bits 6-13, other values - use low 6 bits of it) telling how many pixels from the previous plane should be copied. Those lengths may be interspersed with ordinary skip codes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Formats]]&lt;/div&gt;</summary>
		<author><name>Kostya</name></author>
	</entry>
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