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	<title>TMM-Frac - Revision history</title>
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	<updated>2026-08-19T07:48:31Z</updated>
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		<id>https://wiki.multimedia.cx/index.php?title=TMM-Frac&amp;diff=16091&amp;oldid=prev</id>
		<title>Kostya: fill information</title>
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		<updated>2025-11-10T14:08:18Z</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: Total Multimedia&lt;br /&gt;
&lt;br /&gt;
This is a format that employs licensed [[Iterated Systems Fractal Codec]] and was used for some interactive video discs in DOS era.&lt;br /&gt;
&lt;br /&gt;
Multimedia data is stored in blocks of 0xF800 bytes long that comprise several frames with audio and video data.&lt;br /&gt;
&lt;br /&gt;
Block header format:&lt;br /&gt;
  32 bits -- 0x007C0EBF&lt;br /&gt;
  16 bits -- 0x007C (normal block) or 0x0000 (last block)&lt;br /&gt;
  16 bits -- number of frames in block&lt;br /&gt;
&lt;br /&gt;
Frames start with a header:&lt;br /&gt;
  16 bits -- video frame flags (or some unused value for audio)&lt;br /&gt;
  16 bits -- frame type (0x000C - video, 0x0700 - audio)&lt;br /&gt;
  16 bits -- audio frame size (or some unused value for video)&lt;br /&gt;
  16 bits -- video frame size&lt;br /&gt;
&lt;br /&gt;
Audio is stored as 8-bit 22kHz mono PCM, for video the part starting with motion offsets count is transmitted.&lt;br /&gt;
&lt;br /&gt;
First block starts with a header, at offset &amp;lt;code&amp;gt;0x24&amp;lt;/code&amp;gt; there's an absolute offset to the palette data and frame data usually starts at offset &amp;lt;code&amp;gt;0xb3&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Formats]]&lt;/div&gt;</summary>
		<author><name>Kostya</name></author>
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