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	<id>https://wiki.amigaos.net/w/index.php?action=history&amp;feed=atom&amp;title=ANBM_IFF_Animated_Bitmap</id>
	<title>ANBM IFF Animated Bitmap - Revision history</title>
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	<updated>2026-05-06T17:16:09Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.amigaos.net/w/index.php?title=ANBM_IFF_Animated_Bitmap&amp;diff=2980&amp;oldid=prev</id>
		<title>Steven Solie: Created page with &quot;&lt;pre&gt; Animated bitmap form (Framer, Deluxe Video)  TITLE:  Form ANBM (animated bitmap form used by Framer, Deluxe Video)    (note from the author)        The format was design...&quot;</title>
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		<updated>2012-06-08T19:47:19Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;pre&amp;gt; Animated bitmap form (Framer, Deluxe Video)  TITLE:  Form ANBM (animated bitmap form used by Framer, Deluxe Video)    (note from the author)        The format was design...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
Animated bitmap form (Framer, Deluxe Video)&lt;br /&gt;
&lt;br /&gt;
TITLE:  Form ANBM (animated bitmap form used by Framer, Deluxe Video) &lt;br /&gt;
 &lt;br /&gt;
(note from the author) &lt;br /&gt;
  &lt;br /&gt;
   The format was designed for simplicity at a time when the IFF  &lt;br /&gt;
standard was very new and strange to us all.  It was not designed &lt;br /&gt;
to be a general purpose animation format.  It was intended to be &lt;br /&gt;
a private format for use by DVideo, with the hope that a more  &lt;br /&gt;
powerful format would emerge as the Amiga became more popular. &lt;br /&gt;
  &lt;br /&gt;
   I hope you will publish this format so that other formats will &lt;br /&gt;
not inadvertantly conflict with it. &lt;br /&gt;
  &lt;br /&gt;
PURPOSE:  To define simple animated bitmaps for use in DeluxeVideo. &lt;br /&gt;
  &lt;br /&gt;
   In Deluxe Video objects appear and move in the foreground &lt;br /&gt;
with a picture in the background.  Objects are &amp;amp;quot;small&amp;amp;quot; bitmaps &lt;br /&gt;
usually saved as brushes from DeluxePaint and pictures are large &lt;br /&gt;
full screen bitmaps saved as files from DeluxePaint.   &lt;br /&gt;
    &lt;br /&gt;
   Two new chunk headers are defined: ANBM and FSQN. &lt;br /&gt;
  &lt;br /&gt;
   An animated bitmap (ANBM) is a series of bitmaps of the same  &lt;br /&gt;
size and depth.  Each bitmap in the series is called a frame and &lt;br /&gt;
is labeled by a character, &amp;#039;a b c ...&amp;#039; in the order they &lt;br /&gt;
appear in the file. &lt;br /&gt;
  &lt;br /&gt;
   The frame sequence chunk (FSQN) specifies the playback &lt;br /&gt;
sequence of the individual bitmaps to achieve animation.   &lt;br /&gt;
FSQN_CYCLE and FSQN_TOFRO specify two algorithmic sequences.  If  &lt;br /&gt;
neither of these bits is set, an arbitrary sequence can be used &lt;br /&gt;
instead. &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
    ANBM         - identifies this file as an animated bitmap &lt;br /&gt;
    .FSQN        - playback sequence information &lt;br /&gt;
    .LIST ILBM   - LIST allows following ILBMs to share properties &lt;br /&gt;
    ..PROP ILBM  - properties follow &lt;br /&gt;
    ...BMHD      - bitmap header defines common size and depth &lt;br /&gt;
    ...CMAP      - colormap defines common colors &lt;br /&gt;
    ..FORM ILBM  - first frame follows  &lt;br /&gt;
    ..BODY       - the first frame &lt;br /&gt;
       .         - FORM ILBM and BODY for each remaining frame &lt;br /&gt;
       . &lt;br /&gt;
       . &lt;br /&gt;
  &lt;br /&gt;
Chunk Description: &lt;br /&gt;
  &lt;br /&gt;
   The ANBM chunk identifes this file as an animated bitmap &lt;br /&gt;
  &lt;br /&gt;
Chunk Spec:   &lt;br /&gt;
    &lt;br /&gt;
   #define ANBM    MakeID(&amp;#039;A&amp;#039;,&amp;#039;N&amp;#039;,&amp;#039;B&amp;#039;,&amp;#039;M&amp;#039;) &lt;br /&gt;
  &lt;br /&gt;
Disk record:   &lt;br /&gt;
  &lt;br /&gt;
   none &lt;br /&gt;
  &lt;br /&gt;
Chunk Description: &lt;br /&gt;
  &lt;br /&gt;
   The FSQN chunk specifies the frame playback sequence &lt;br /&gt;
  &lt;br /&gt;
Chunk Spec: &lt;br /&gt;
  &lt;br /&gt;
   #define FSQN    MakeID(&amp;#039;F&amp;#039;,&amp;#039;S&amp;#039;,&amp;#039;Q&amp;#039;,&amp;#039;N&amp;#039;) &lt;br /&gt;
  &lt;br /&gt;
   /* Flags */ &lt;br /&gt;
   #define FSQN_CYCLE  0x0001  /* Ignore sequence, cycle a,b,..y,z,a,b,.. */ &lt;br /&gt;
   #define FSQN_TOFRO  0x0002  /* Ignore sequence, cycle a,b,..y,z,y,..a,b, */ &lt;br /&gt;
   /* Disk record */ &lt;br /&gt;
   typedef struct { &lt;br /&gt;
       WORD numframes;      /* Number of frames in the sequence */ &lt;br /&gt;
       LONG dt;             /* Nominal time between frames in jiffies */ &lt;br /&gt;
       WORDBITS flags;      /* Bits modify behavior of the animation */ &lt;br /&gt;
       UBYTE sequence[80];  /* string of &amp;#039;a&amp;#039;..&amp;#039;z&amp;#039; specifying sequence */ &lt;br /&gt;
       } FrameSeqn; &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
Supporting Software: &lt;br /&gt;
  &lt;br /&gt;
   DeluxeVideo by Mike Posehn and Tom Case for Electronic Arts &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
Thanks, &lt;br /&gt;
   Mike Posehn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Steven Solie</name></author>
	</entry>
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