Gold Disk Animation
- Company: Gold Disk Inc.
- Extensions: .awa, .awi, .awm
- Software: Animation Works
This format is essentially a saved animation project resembling a simplified version of Macromedia Flash animation. AWI files contain inside both assets (images and sound) plus commands requiring to present an animation (e.g. which pictures to show and how to move at which time).
AWI files are organised as nested chunks where chunks with uppercase names start with 32-bit chunk size and contain other chunks and chunks with lowercase names that contain chunk-specific amount of data (or none at all). E.g. nndn
should be the last lowercase-named chunk and have no other data associated with it.
Overall container structure is the following:
- root chunk is called
GDAW
- it should contain
VERS
,PREF
,RSRC
andSEEN
chunks RSRC
chunk contains assets (RLE4
,RLE8
,PALT
,ACTR
,BKGD
,WIPE
andSWND
)SEEN
chunks starts with some metadata chunks followed byFRAM
chunk that contains actual events (in form of??EV
chunks).
And here are most common metadata chunks:
psnm
contains object name encoded as Pascal string (one byte of string length followed by string bytes)ps??
in general is followed by Pascal stringpt??
is followed by two 16-bit numbers (e.g. image dimensions or its position)tz??
contains DCL-compressed image or audio data (more about it below)by??
is followed by a byte valuewd??
is followed by 16-bit numberdw??
is followed by 32-bit number (usually some size property)td??
is followed by 32-bit data size and data (e.g. palette or transition parameters)nndn
is marker for the end of metadata chunksnn??
in general has no following datafn??
- no idea
Here is a short description for known object chunks:
VERS
is file version informationPREF
is animation properties, it contains e.g. animation dimensions and some preview imageRLE4
/RLE8
are some (probably RLE-compressed) animationsPALT
is general animation palette (there may be several of those)ACTR
is some sprite that may be moved aroundBKGD
is background information (depending onbyty
it may be dummy or contain a compressed picture)WIPE
is a scene transition informationSWND
is a compressed audio (only WAV has been seen but in theory it can be MIDI as well)??EV
are event objects (e.g.BKEV
is background image event whileWPEV
is transition event). These chunks containwdif
metadata with the event time and oftenpsnm
with the name of the object this event relates toPATH
defines a sprite movement trajectory
DCL compression
Images and sounds inside AWI may be compressed using Pkware Data Compression Library. In this case data is stored inside tz??
chunk followed by 32-bit chunk payload size and payload consisting of one or more compressed data fragments prefixed with 32-bit compressed and unpacked sizes. E.g. compressed image may be split into chunks with uncompressed sizes 14, 40, 1024 and the rest of the data—for BMP headers, palette and actual pixel values.