<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.multimedia.cx/index.php?action=history&amp;feed=atom&amp;title=Pixar_codecs</id>
	<title>Pixar codecs - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.multimedia.cx/index.php?action=history&amp;feed=atom&amp;title=Pixar_codecs"/>
	<link rel="alternate" type="text/html" href="https://wiki.multimedia.cx/index.php?title=Pixar_codecs&amp;action=history"/>
	<updated>2026-05-25T04:06:21Z</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=Pixar_codecs&amp;diff=16082&amp;oldid=prev</id>
		<title>Kostya: fill known information</title>
		<link rel="alternate" type="text/html" href="https://wiki.multimedia.cx/index.php?title=Pixar_codecs&amp;diff=16082&amp;oldid=prev"/>
		<updated>2025-08-24T16:20:09Z</updated>

		<summary type="html">&lt;p&gt;fill known information&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;* Company: Pixar&lt;br /&gt;
* FOURCCS: pix0, pix1, pix2, pix3, pix4, pix5, pix6, pix7, pixA&lt;br /&gt;
&lt;br /&gt;
These codecs are employed to compress paletted data in [[QuickTime_container|MOV]].&lt;br /&gt;
&lt;br /&gt;
== Pixar codecs 0 and 4 ==&lt;br /&gt;
These codecs store uncompressed image split into 4x4 tiles.&lt;br /&gt;
&lt;br /&gt;
== Pixar codecs 1 and 2 ==&lt;br /&gt;
Not much is known, but they seem to be similar to codec 3.&lt;br /&gt;
&lt;br /&gt;
== Pixar codec 3 ==&lt;br /&gt;
&lt;br /&gt;
This codec employs vector quantisation, so instead of transmitting each frame tile, only the codebook (or its update) plus tile indices are transmitted.&lt;br /&gt;
&lt;br /&gt;
Frame format:&lt;br /&gt;
* 16-bit big-endian number of tiles in codebook (update)&lt;br /&gt;
* codebook update (the number of entries is specified above):&lt;br /&gt;
** 16-bit codebook entry ID&lt;br /&gt;
** 16 bytes of tile data&lt;br /&gt;
* compressed frame description&lt;br /&gt;
&lt;br /&gt;
Frame description consists of 16-bit opcodes specifying the operation:&lt;br /&gt;
* 0-159 - leave that number of tiles unchanged from the previous frame&lt;br /&gt;
* 160-319 - restore (opcode-159) tiles from the initial background frame (note: the frame is not coded in the file but rather provided by the game engine from elsewhere)&lt;br /&gt;
* 320-65535 - paint tile (opcode-320) from the codebook&lt;br /&gt;
&lt;br /&gt;
== Pixar codec 5 ==&lt;br /&gt;
&lt;br /&gt;
This is an extension of codec 3. Now frame data starts with 16-bit big-endian frame number and probably the total number of tiles. If that value is not zero or 0xFFFF, two additional 16-bit values should be read. The rest is the same as in codec 3.&lt;br /&gt;
&lt;br /&gt;
== Pixar codec 6 ==&lt;br /&gt;
Probably similar to codec 5.&lt;br /&gt;
&lt;br /&gt;
== Pixar codec 7 ==&lt;br /&gt;
Unknown, but it seems to employ Huffman compression.&lt;br /&gt;
&lt;br /&gt;
== Pixar codec A ==&lt;br /&gt;
Unknown, but it seems to be not tile-based on the first glance.&lt;br /&gt;
&lt;br /&gt;
== Games using these codecs ==&lt;br /&gt;
&lt;br /&gt;
[https://www.mobygames.com/game/119619/disneys-toy-story-activity-center/ Toy Story Activity Center]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Codecs]]&lt;br /&gt;
[[Category:Game Formats]]&lt;br /&gt;
[[Category:Incomplete Video Codecs]]&lt;/div&gt;</summary>
		<author><name>Kostya</name></author>
	</entry>
</feed>