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	<id>https://wiki.multimedia.cx/index.php?action=history&amp;feed=atom&amp;title=Interspective_animation</id>
	<title>Interspective animation - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.multimedia.cx/index.php?action=history&amp;feed=atom&amp;title=Interspective_animation"/>
	<link rel="alternate" type="text/html" href="https://wiki.multimedia.cx/index.php?title=Interspective_animation&amp;action=history"/>
	<updated>2026-04-12T08:52:53Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.39.5</generator>
	<entry>
		<id>https://wiki.multimedia.cx/index.php?title=Interspective_animation&amp;diff=15994&amp;oldid=prev</id>
		<title>Sembiance: samples</title>
		<link rel="alternate" type="text/html" href="https://wiki.multimedia.cx/index.php?title=Interspective_animation&amp;diff=15994&amp;oldid=prev"/>
		<updated>2025-05-14T15:01:28Z</updated>

		<summary type="html">&lt;p&gt;samples&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:01, 14 May 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Samples: {{DexvertSamples|video/interspectiveAnimation}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This is a cutscene format used by Divide By Zero in two of its adventure games built on Interpective engine, namely [https://www.mobygames.com/game/innocent-until-caught Innocent Until Caught] and its sequel [https://www.mobygames.com/game/guilty Guilty]. The former has its cutscene files named &amp;lt;code&amp;gt;IUC_F0[1-7].DAT&amp;lt;/code&amp;gt;, the latter names them &amp;lt;code&amp;gt;GBG_F[01][0-9].DAT&amp;lt;/code&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This is a cutscene format used by Divide By Zero in two of its adventure games built on Interpective engine, namely [https://www.mobygames.com/game/innocent-until-caught Innocent Until Caught] and its sequel [https://www.mobygames.com/game/guilty Guilty]. The former has its cutscene files named &amp;lt;code&amp;gt;IUC_F0[1-7].DAT&amp;lt;/code&amp;gt;, the latter names them &amp;lt;code&amp;gt;GBG_F[01][0-9].DAT&amp;lt;/code&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Sembiance</name></author>
	</entry>
	<entry>
		<id>https://wiki.multimedia.cx/index.php?title=Interspective_animation&amp;diff=15684&amp;oldid=prev</id>
		<title>Kostya: fill information from the source code for ScummVM implementation of Interspecive engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.multimedia.cx/index.php?title=Interspective_animation&amp;diff=15684&amp;oldid=prev"/>
		<updated>2022-11-15T17:13:55Z</updated>

		<summary type="html">&lt;p&gt;fill information from the source code for ScummVM implementation of Interspecive engine&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;This is a cutscene format used by Divide By Zero in two of its adventure games built on Interpective engine, namely [https://www.mobygames.com/game/innocent-until-caught Innocent Until Caught] and its sequel [https://www.mobygames.com/game/guilty Guilty]. The former has its cutscene files named &amp;lt;code&amp;gt;IUC_F0[1-7].DAT&amp;lt;/code&amp;gt;, the latter names them &amp;lt;code&amp;gt;GBG_F[01][0-9].DAT&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Animation files contain one or more blocks consisting of I-frame and several P-frames. Each block starts with 32-bit little-endian block size and 16-bit number of frames in the block. Each frame starts with 16-bit frame data size.&lt;br /&gt;
&lt;br /&gt;
I-frame starts with 16-bit width and height (which should always be 320 and 200) and image data compressed in the same way as in [[PCX]]. At the end of image data there should be &amp;lt;code&amp;gt;0xC0&amp;lt;/code&amp;gt; byte signalling end of image followed by 768-byte palette.&lt;br /&gt;
&lt;br /&gt;
P-frame starts with two bytes that should be used to signal short (one-byte) and long (16-bit) skips. So every byte but those two is a pixel value and after a signal byte a skip value should be read. In case skip value is zero, the original pixel value should be output. E.g. if &amp;lt;code&amp;gt;02&amp;lt;/code&amp;gt; means long skip, &amp;lt;code&amp;gt;02 03 01&amp;lt;/code&amp;gt; means &amp;quot;skip 0x103 (=259) pixels&amp;quot; and &amp;lt;code&amp;gt;02 00 00&amp;lt;/code&amp;gt; means &amp;quot;output 02 pixel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Formats]]&lt;/div&gt;</summary>
		<author><name>Kostya</name></author>
	</entry>
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