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	<id>https://wiki.multimedia.cx/index.php?action=history&amp;feed=atom&amp;title=MP_Entertainment_animation</id>
	<title>MP Entertainment 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=MP_Entertainment_animation"/>
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	<updated>2026-07-07T13:16:20Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.multimedia.cx/index.php?title=MP_Entertainment_animation&amp;diff=16107&amp;oldid=prev</id>
		<title>Kostya: fill information</title>
		<link rel="alternate" type="text/html" href="https://wiki.multimedia.cx/index.php?title=MP_Entertainment_animation&amp;diff=16107&amp;oldid=prev"/>
		<updated>2026-01-21T03:28:54Z</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;* Company: MP Entertainment&lt;br /&gt;
* Extensions: anm, seq&lt;br /&gt;
* Game: [https://www.mobygames.com/game/3994/hopkins-fbi/ Hopkins FBI]&lt;br /&gt;
&lt;br /&gt;
This is a simple chunk-based format employing RLE compression.&lt;br /&gt;
&lt;br /&gt;
File starts with &amp;quot;MPANIM&amp;quot; tag followed by 768-byte palette. First chunk should be &amp;quot;NORM&amp;quot; which contains 32-bit size, 14 bytes of data, and uncompressed frame (640x480).&lt;br /&gt;
Other chunks start with &amp;quot;IMAGE=&amp;quot; tag, 32-bit size, 32-bit unknown value, and the rest is RLE data.&lt;br /&gt;
&lt;br /&gt;
RLE opcodes:&lt;br /&gt;
* &amp;lt;code&amp;gt;D3&amp;lt;/code&amp;gt; (ANM only) -- long run (1 byte run length and 1 byte run value)&lt;br /&gt;
* &amp;lt;code&amp;gt;D4..DD&amp;lt;/code&amp;gt; (ANM only) -- repeat next byte 1..10 times&lt;br /&gt;
* &amp;lt;code&amp;gt;DE..FA&amp;lt;/code&amp;gt; (ANM only) -- skip 1..27 pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;FB&amp;lt;/code&amp;gt; -- not encountered&lt;br /&gt;
* &amp;lt;code&amp;gt;FC&amp;lt;/code&amp;gt; -- end of stream&lt;br /&gt;
* &amp;lt;code&amp;gt;FD&amp;lt;/code&amp;gt; -- next byte tells how many pixels to skip&lt;br /&gt;
* &amp;lt;code&amp;gt;FE&amp;lt;/code&amp;gt; -- next 16-bit value tells how many pixels to skip&lt;br /&gt;
* &amp;lt;code&amp;gt;FF&amp;lt;/code&amp;gt; -- next 32-bit value tells how many pixels to skip&lt;br /&gt;
* all other opcodes are treated as pixel values&lt;br /&gt;
&lt;br /&gt;
As you can see, the difference between ANM and SEQ is that the latter has only skip codes and &amp;lt;code&amp;gt;D3..FA&amp;lt;/code&amp;gt; values are treated as normal pixels.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Formats]]&lt;/div&gt;</summary>
		<author><name>Kostya</name></author>
	</entry>
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