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	<title>ICOM video - Revision history</title>
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	<updated>2026-04-10T09:42:26Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.multimedia.cx/index.php?title=ICOM_video&amp;diff=16061&amp;oldid=prev</id>
		<title>Kostya: fill description</title>
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		<updated>2025-06-17T10:12:32Z</updated>

		<summary type="html">&lt;p&gt;fill description&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;* Company: ICOM Simulations Inc.&lt;br /&gt;
* Extension: imv&lt;br /&gt;
&lt;br /&gt;
This is a format used in the original version of [https://www.mobygames.com/group/10092/sherlock-holmes-consulting-detective-series/ Sherlock Holmes: Consulting Detective] series. The files consists of blocks forming logical groups with video for one scene.&lt;br /&gt;
&lt;br /&gt;
Blocks start with 32-bit size, 32-bit previous block size (useful for seeking backwards), and 16-bit block type. Known block types are:&lt;br /&gt;
* 0x01 - global header (first 6 bytes meaning is unknown then there are 2-byte width, height and fps)&lt;br /&gt;
* 0x02 - logical group (scene) start, it contains total group size in multiple of CD sectors&lt;br /&gt;
* 0x04 - audio plus delta frame. First 4-byte value is block number, followed by 2-byte audio data size, followed by audio and video data&lt;br /&gt;
* 0x08 - audio plus raw frame (with the same header)&lt;br /&gt;
* 0x20 - audio plus raw frame plus palette update. First 4-byte value is block number, followed by 2-byte audio data size and video data size, followed by audio and video data, ending with palette update. Palette update starts with 2-byte values for start colour index and number of colours followed by partial VGA palette&lt;br /&gt;
* 0x40 - palette update&lt;br /&gt;
&lt;br /&gt;
Delta frames are coded as a mix of update mask bytes followed by pixel values. E.g. &amp;lt;code&amp;gt;0x7A 0x01 0x02 0x03 0x04 0x05&amp;lt;/code&amp;gt; means skipping one pixel, setting next four pixels to &amp;lt;code&amp;gt;0x01 0x02 0x03 0x04&amp;lt;/code&amp;gt;, skipping one pixel, setting next pixel to &amp;lt;code&amp;gt;0x05&amp;lt;/code&amp;gt; and skipping last pixel. Mask value &amp;lt;code&amp;gt;0x05&amp;lt;/code&amp;gt; is used as an escape value: if it is followed by &amp;lt;code&amp;gt;0x02&amp;lt;/code&amp;gt; then 16-bit number of 8-pixel groups to skip follows, otherwise just ignore that following byte.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Formats]]&lt;/div&gt;</summary>
		<author><name>Kostya</name></author>
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