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	<title>Jack Orlando AVX - Revision history</title>
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	<updated>2026-04-14T20:21:24Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.multimedia.cx/index.php?title=Jack_Orlando_AVX&amp;diff=15808&amp;oldid=prev</id>
		<title>Kostya: fill description</title>
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		<updated>2024-09-18T10:42:46Z</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: TopWare&lt;br /&gt;
* Extension: avx&lt;br /&gt;
&lt;br /&gt;
This is a rather weird multi-layered format that starts with a constant amount of audio and has block structure that may contain one or more FLX animations with different parameters.&lt;br /&gt;
&lt;br /&gt;
Overall file header:&lt;br /&gt;
  16-bit number of FLX animations in the file&lt;br /&gt;
  8-bit number - always 4?&lt;br /&gt;
  8-bit number - audio depth (8 for raw PCM or 16 for IMA ADPCM compressed audio)&lt;br /&gt;
  N bytes - audio data (0x27100 bytes for 8-bit audio and 0x1AEC0 for 16-bit audio)&lt;br /&gt;
&lt;br /&gt;
Then block data follows using the following block header format: 32-bit block size and some other 32-bit number.&lt;br /&gt;
&lt;br /&gt;
FLX animations start with the following header:&lt;br /&gt;
  4 bytes - &amp;quot;FLX\0&amp;quot;&lt;br /&gt;
  2 bytes - number of frames&lt;br /&gt;
  2 bytes - width&lt;br /&gt;
  2 bytes - height&lt;br /&gt;
  2 bytes - frames per second&lt;br /&gt;
  8 bytes - unknown&lt;br /&gt;
&lt;br /&gt;
FLX frames start with 16-bit frame type and 32-bit size (which includes the header). Known frame types are:&lt;br /&gt;
* 0 - intra frame plus audio&lt;br /&gt;
* 1 - inter frame plus audio&lt;br /&gt;
* 2 - inter frame with an additional RLE compression plus audio&lt;br /&gt;
* 4 - palette&lt;br /&gt;
&lt;br /&gt;
Palette type can be determined from its size: 768+6 bytes mean 24-bit RGB palette while 512+6 bytes mean RGB565 palette.&lt;br /&gt;
&lt;br /&gt;
In case of 16-bit audio it is compressed using IMA ADPCM with the default predictors and state not being reset during the decoding. Audio data is stored in interleaved 32-bit little-endian word per channel and it should be decoded from low nibble first.&lt;br /&gt;
&lt;br /&gt;
Video data consists of &amp;lt;code&amp;gt;(skip, copy)&amp;lt;/code&amp;gt; byte pairs followed by pixel data to copy (colour value 0 also means skip). Inter frames start with 32-bit offset in the frame at which decoding should begin. Frame type 2 additionally starts with 32-bit size of unpacked data. Its RLE scheme is very simple: if byte value is not &amp;lt;code&amp;gt;0xFF&amp;lt;/code&amp;gt; then copy it verbatim, otherwise read run value and its repeat length.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Formats]]&lt;/div&gt;</summary>
		<author><name>Kostya</name></author>
	</entry>
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