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	<title>Ravenloft ANM - Revision history</title>
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	<updated>2026-04-10T09:42:31Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.multimedia.cx/index.php?title=Ravenloft_ANM&amp;diff=15864&amp;oldid=prev</id>
		<title>Kostya: fill information</title>
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		<updated>2025-03-14T15:05:59Z</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: DreamForge&lt;br /&gt;
* Extension: ANM&lt;br /&gt;
* Game: [https://www.mobygames.com/game/3315/ravenloft-strahds-possession/ Ravenloft]&lt;br /&gt;
&lt;br /&gt;
This is a simple RLE-based cutscene format. The header contains 16-bit number of frames and version. Then frames consisting of one or more chunks follow.&lt;br /&gt;
&lt;br /&gt;
Frame starts with 16-bit number of chunks followed by chunks, each with 16-bit type and 32-bit size.&lt;br /&gt;
&lt;br /&gt;
Chunk types are:&lt;br /&gt;
* 0 - VGA palette&lt;br /&gt;
* 1 - clear palette command&lt;br /&gt;
* 2 - intra RLE&lt;br /&gt;
* 3 - inter RLE&lt;br /&gt;
* 4 - repeat decoding previous chunk 16-bit times at 32-bit offset&lt;br /&gt;
* 5-7 - some game engine commands&lt;br /&gt;
* 8 - raw image interleaved by factor four (i.e. each line stores pixels in order 0 40 80 120 1 41 81 ...)&lt;br /&gt;
&lt;br /&gt;
Intra RLE is trivial: read one-byte opcode, non-negative values mean copy length minus one, negative values mean run length minus one.&lt;br /&gt;
&lt;br /&gt;
Inter RLE operates on updating columns of video: first 16-bit number is how many areas to update there are, each one starts with 16-bit left offsets and 16-bit number of segments to update. Each segment is coded as 16-bit number of pixels to skip (vertically) plus how many pixels to update (also vertically), followed by pixel values.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Formats]]&lt;/div&gt;</summary>
		<author><name>Kostya</name></author>
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