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ANIM IFF CEL Animations

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ANIM

                              A N I M
                  An IFF Format For CEL Animations

                    Revision date:  4 May 1988

                     prepared by:
                          SPARTA Inc.
                          23041 de la Carlota
                          Laguna Hills, Calif 92653
                          (714) 768-8161
                          contact: Gary Bonham

                     also by:
                          Aegis Development Co.
                          2115 Pico Blvd.
                          Santa Monica, Calif 90405
                          213) 392-9972


1.0 Introduction
   
   The ANIM IFF format was developed at Sparta originally for the
   production of animated video sequences on the Amiga computer.  The
   intent was to be able to store, and play back, sequences of frames
   and to minimize both the storage space on disk (through compression)
   and playback time (through efficient de-compression algorithms).
   It was desired to maintain maximum compatibility with existing
   IFF formats and to be able to display the initial frame as a normal
   still IFF picture.
   
   Several compression schemes have been introduced in the ANIM format.
   Most of these are strictly of historical interest as the only one
   currently being placed in new code is the vertical run length
   encoded byte encoding developed by Jim Kent.
   
   1.1 ANIM Format Overview
      
      The general philosophy of ANIMs is to present the initial frame
      as a normal, run-length-encoded, IFF picture.  Subsequent
      frames are then described by listing only their differences
      from a previous frame.  Normally, the "previous" frame is two
      frames back as that is the frame remaining in the hidden 
      screen buffer when double-buffering is used.  To better
      understand this, suppose one has two screens, called A and B,
      and the ability to instantly switch the display from one to
      the other.  The normal playback mode is to load the initial
      frame into A and duplicate it into B.  Then frame A is displayed
      on the screen.  Then the differences for frame 2 are used to
      alter screen B and it is displayed.  Then the differences for
      frame 3 are used to alter screen A and it is displayed, and so
      on.  Note that frame 2 is stored as differences from frame 1,
      but all other frames are stored as differences from two frames
      back.
      
      ANIM is an IFF FORM and its basic format is as follows (this
      assumes the reader has a basic understanding of IFF format
      files):
                      FORM ANIM
                      . FORM ILBM         first frame
                      . . BMHD                normal type IFF data
                      . . ANHD                optional animation header
                                              chunk for timing of 1st frame.
                      . . CMAP
                      . . BODY
                      . FORM ILBM         frame 2
                      . . ANHD                animation header chunk
                      . . DLTA                delta mode data
                      . FORM ILBM         frame 3
                      . . ANHD
                      . . DLTA
                           ...
      
      The initial FORM ILBM can contain all the normal ILBM chunks,
      such as CRNG, etc.  The BODY will normally be a standard
      run-length-encoded data chunk (but may be any other legal
      compression mode as indicated by the BMHD).  If desired, an ANHD
      chunk can appear here to provide timing data for the first
      frame.  If it is here, the operation field should be =0.
      
      The subsequent FORMs ILBM contain an ANHD, instead of a BMHD,
      which duplicates some of BMHD and has additional parameters
      pertaining to the animation frame.  The DLTA chunk contains
      the data for the delta compression modes.  If
      the older XOR compression mode is used, then a BODY chunk
      will be here.  In addition, other chunks may be placed in each
      of these as deemed necessary (and as code is placed in player
      programs to utilize them).  A good example would be CMAP chunks
      to alter the color palette.  A basic assumption in ANIMs is
      that the size of the bitmap, and the display mode (e.g. HAM)
      will not change through the animation.  Take care when playing
      an ANIM that if a CMAP occurs with a frame, then the change must
      be applied to both buffers.
      
      Note that the DLTA chunks are not interleaved bitmap representations,
      thus the use of the ILBM form is inappropriate for these frames.  
      However, this inconsistency was not noted until there were a number
      of commercial products either released or close to release which
      generated/played this format.  Therefore, this is probably an
      inconsistency which will have to stay with us.

   1.2 Recording ANIMs

      To record an ANIM will require three bitmaps - one for 
      creation of the next frame, and two more for a "history" of the
      previous two frames for performing the compression calculations
      (e.g. the delta mode calculations).
      
      There are five frame-to-frame compression methods currently
      defined.  The first three are mainly for historical interest.
      The product Aegis VideoScape 3D utilizes the third method in
      version 1.0, but switched to method 5 on 2.0.  This is
      the only instance known of a commercial product generating
      ANIMs of any of the first three methods.  The fourth method
      is a general short or long word compression scheme which has
      several options including whether the compression is horizontal
      or vertical, and whether or not it is XOR format.  This offers
      a choice to the user for the optimization of file size and/or
      playback speed.  The fifth method is the byte vertical run length
      encoding as designed by Jim Kent.  Do not confuse
      this with Jim's RIFF file format which is different than ANIM.
      Here we utilized his compression/decompression routines within the
      ANIM file structure.
      
      The following paragraphs give a general outline of each of the
      methods of compression currently included in this spec.

      1.2.1 XOR mode
         
         This mode is the original and is included here for historical
         interest.  In general, the delta modes are far superior.
         The creation of XOR mode is quite simple.  One simply
         performs an exclusive-or (XOR) between all corresponding
         bytes of the new frame and two frames back.  This results
         in a new bitmap with 0 bits wherever the two frames were
         identical, and 1 bits where they are different.  Then this
         new bitmap is saved using run-length-encoding.  A major
         obstacle of this mode is in the time consumed in performing
         the XOR upon reconstructing the image.
         
      1.2.2 Long Delta mode
         
         This mode stores the actual new frame long-words which are
         different, along with the offset in the bitmap.  The
         exact format is shown and discussed in section 2 below.
         Each plane is handled separately, with no data being saved
         if no changes take place in a given plane.  Strings of
         2 or more long-words in a row which change can be run
         together so offsets do not have to be saved for each one.
         
         Constructing this data chunk usually consists of having
         a buffer to hold the data, and calculating the data as
         one compares the new frame, long-word by long-word, with
         two frames back.
         
      1.2.3 Short Delta mode
         
         This mode is identical to the Long Delta mode except that
         short-words are saved instead of long-words.  In most
         instances, this mode results in a smaller DLTA chunk.
         The Long Delta mode is mainly of interest in improving
         the playback speed when used on a 32-bit 68020 Turbo Amiga.
         
      1.2.4 General Delta mode

         The above two delta compression modes were hastily put together.
         This mode was an attempt to provide a well-thought-out delta
         compression scheme.  Options provide for both short and long
         word compression, either vertical or horizontal compression,
         XOR mode (which permits reverse playback), etc.  About the time
         this was being finalized, the fifth mode, below, was developed
         by Jim Kent.  In practice the short-vertical-run-length-encoded
         deltas in this mode play back faster than the fifth mode (which
         is in essence a byte-vertical-run-length-encoded delta mode) but
         does not compress as well - especially for very noisy data such
         as digitized images.  In most cases, playback speed not being
         terrifically slower, the better compression (sometimes 2x) is
         preferable due to limited storage media in most machines.

         Details on this method are contained in section 2.2.2 below.

      1.2.5 Byte Vertical Compression

         This method does not offer the many options that method 4 offers,
         but is very successful at producing decent compression even for
         very noisy data such as digitized images.  The method was devised
         by Jim Kent and is utilized in his RIFF file format which is 
         different than the ANIM format.  The description of this method
         in this document is taken from Jim's writings.  Further, he has
         released both compression and decompression code to public domain.
         
         Details on this method are contained in section 2.2.3 below.

   1.3 Playing ANIMs
      
      Playback of ANIMs will usually require two buffers, as mentioned
      above, and double-buffering between them.  The frame data from
      the ANIM file is used to modify the hidden frame to the next
      frame to be shown.  When using the XOR mode, the usual run-
      length-decoding routine can be easily modified to do the 
      exclusive-or operation required.  Note that runs of zero bytes,
      which will be very common, can be ignored, as an exclusive or
      of any byte value to a byte of zero will not alter the original
      byte value.
      
      The general procedure, for all compression techniques, is to first
      decode the initial ILBM picture into the hidden buffer and double-
      buffer it into view.  Then this picture is copied to the other (now
      hidden) buffer.  At this point each frame is displayed with the
      same procedure.  The next frame is formed in the hidden buffer by
      applying the DLTA data (or the XOR data from the BODY chunk in the
      case of the first XOR method) and the new frame is double-buffered
      into view.  This process continues to the end of the file.

      A master colormap should be kept for the entire ANIM which would
      be initially set from the CMAP chunk in the initial ILBM.  This
      colormap should be used for each frame.  If a CMAP chunk appears
      in one of the frames, then this master colormap is updated and the
      new colormap applies to all frames until the occurrance of another
      CMAP chunk.

      Looping ANIMs may be constructed by simply making the last two frames
      identical to the first two.  Since the first two frames are special
      cases (the first being a normal ILBM and the second being a delta from
      the first) one can continually loop the anim by repeating from frame
      three.  In this case the delta for creating frame three will modify
      the next to the last frame which is in the hidden buffer (which is
      identical to the first frame), and the delta for creating frame four
      will modify the last frame which is identical to the second frame.

      Multi-File ANIMs are also supported so long as the first two frames
      of a subsequent file are identical to the last two frames of the
      preceeding file.  Upon reading subsequent files, the ILBMs for the
      first two frames are simply ignored, and the remaining frames are
      simply appended to the preceeding frames.  This permits splitting
      ANIMs across multiple floppies and also permits playing each section
      independently and/or editing it independent of the rest of the ANIM.
      
      Timing of ANIM playback is easily achieved using the vertical blank
      interrupt of the Amiga.  There is an example of setting up such
      a timer in the SDK.  Be sure to remember the timer
      value when a frame is flipped up, so the next frame can be flipped
      up relative to that time.  This will make the playback independent
      of how long it takes to decompress a frame (so long as there is enough
      time between frames to accomplish this decompression).

2.0 Chunk Formats
   2.1 ANHD Chunk
      The ANHD chunk consists of the following data structure:
      
           UBYTE operation  The compression method:
                            =0 set directly (normal ILBM BODY),
                            =1 XOR ILBM mode,
                            =2 Long Delta mode,
                            =3 Short Delta mode,
                            =4 Generalized short/long Delta mode,
                            =5 Byte Vertical Delta mode
                            =6 Stereo op 5 (third party)
                            =74 (ascii 'J') reserved for Eric Graham's
                               compression technique (details to be
                               released later).

           UBYTE mask      (XOR mode only - plane mask where each
                            bit is set =1 if there is data and =0
                            if not.)
           UWORD w,h       (XOR mode only - width and height of the
                            area represented by the BODY to eliminate
                            unnecessary un-changed data)
           WORD  x,y       (XOR mode only - position of rectangular
                            area representd by the BODY)
           ULONG abstime   (currently unused - timing for a frame
                            relative to the time the first frame
                            was displayed - in jiffies (1/60 sec))
           ULONG reltime   (timing for frame relative to time
                            previous frame was displayed - in
                            jiffies (1/60 sec))
           UBYTE interleave (unused so far - indicates how may frames
                             back this data is to modify.  =0 defaults
                             to indicate two frames back (for double
                             buffering). =n indicates n frames back.
                             The main intent here is to allow values
                             of =1 for special applications where
                             frame data would modify the immediately
                             previous frame)
           UBYTE pad0        Pad byte, not used at present.
           ULONG bits        32 option bits used by options=4 and 5.
                             At present only 6 are identified, but the
                             rest are set =0 so they can be used to
                             implement future ideas.  These are defined
                             for option 4 only at this point.  It is
                             recommended that all bits be set =0 for
                             option 5 and that any bit settings
                             used in the future (such as for XOR mode)
                             be compatible with the option 4
                             bit settings.   Player code should check
                             undefined bits in options 4 and 5 to assure
                             they are zero.

                             The six bits for current use are:

                             bit #              set =0               set =1
                             ===============================================
                             0              short data           long data
                             1                 set                  XOR
                             2             separate info        one info list
                                           for each plane       for all planes
                             3               not RLC        RLC (run length coded)
                             4              horizontal           vertical
                             5           short info offsets   long info offsets

           UBYTE pad[16]     This is a pad for future use for future
                             compression modes.
      
   2.2 DLTA Chunk
      
      This chunk is the basic data chunk used to hold delta compression
      data.  The format of the data will be dependent upon the exact
      compression format selected.  At present there are two basic
      formats for the overall structure of this chunk.

      2.2.1 Format for methods 2 & 3

         This chunk is a basic data chunk used to hold the delta
         compression data.  The minimum size of this chunk is 32 bytes
         as the first 8 long-words are byte pointers into the chunk for
         the data for each of up to 8 bitplanes.  The pointer for the
         plane data starting immediately following these 8 pointers will
         have a value of 32 as the data starts in the 33-rd byte of the
         chunk (index value of 32 due to zero-base indexing).
      
         The data for a given plane consists of groups of data words.  In
         Long Delta mode, these groups consist of both short and long
         words - short words for offsets and numbers, and long words for
         the actual data.  In Short Delta mode, the groups are identical
         except data words are also shorts so all data is short words.
         Each group consists of a starting word which is an offset.  If
         the offset is positive then it indicates the increment in long
         or short words (whichever is appropriate) through the bitplane.
         In other words, if you were reconstructing the plane, you would
         start a pointer (to shorts or longs depending on the mode) to
         point to the first word of the bitplane.  Then the offset would
         be added to it and the following data word would be placed at
         that position.  Then the next offset would be added to the
         pointer and the following data word would be placed at that
         position.  And so on...  The data terminates with an offset
         equal to 0xFFFF.
      
         A second interpretation is given if the offset is negative.  In
         that case, the absolute value is the offset+2.  Then the 
         following short-word indicates the number of data words that
         follow.  Following that is the indicated number of contiguous
         data words (longs or shorts depending on mode) which are to
         be placed in contiguous locations of the bitplane.
      
         If there are no changed words in a given plane, then the pointer
         in the first 32 bytes of the chunk is =0.
      
      2.2.2 Format for method 4
         
         The DLTA chunk is modified slightly to have 16 long pointers at
         the start.  The first 8 are as before - pointers to the start of
         the data for each of the bitplanes (up to a theoretical max of 8
         planes).  The next 8 are pointers to the start of the offset/numbers
         data list.  If there is only one list of offset/numbers for all
         planes, then the pointer to that list is repeated in all positions
         so the playback code need not even be aware of it.  In fact, one
         could get fancy and have some bitplanes share lists while others
         have different lists, or no lists (the problems in these schemes
         lie in the generation, not in the playback).

         The best way to show the use of this format is in a sample playback
         routine.

            SetDLTAshort(bm,deltaword)
            struct BitMap *bm;
            WORD *deltaword;
            {
               int i;
               LONG *deltadata;
               WORD *ptr,*planeptr;
               register int s,size,nw;
               register WORD *data,*dest;

               deltadata = (LONG *)deltaword;
               nw = bm->BytesPerRow >>1;

               for (i=0;i<bm->Depth;i++) {
                  planeptr = (WORD *)(bm->Planes[i]);
                  data = deltaword + deltadata[i];
                  ptr  = deltaword + deltadata[i+8];
                  while (*ptr != 0xFFFF) {
                     dest = planeptr + *ptr++;
                     size = *ptr++;
                     if (size < 0) {
                        for (s=size;s<0;s++) {
                           *dest = *data;
                           dest += nw;
                        }
                        data++;
                     }
                     else {
                        for (s=0;s<size;s++) {
                           *dest = *data++;
                           dest += nw;
                        }
                     }
                  }
               }
               return(0);
            }

         The above routine is for short word vertical compression with
         run length compression.  The most efficient way to support 
         the various options is to replicate this routine and make 
         alterations for, say, long word or XOR.  The variable nw
         indicates the number of words to skip to go down the vertical
         column.  This one routine could easily handle horizontal
         compression by simply setting nw=1.  For ultimate playback
         speed, the core, at least, of this routine should be coded in
         assembly language.

      2.2.2 Format for method 5

         In this method the same 16 pointers are used as in option 4.
         The first 8 are pointers to the data for up to 8 planes.
         The second set of 8 are not used but were retained for several
         reasons.  First to be somewhat compatible with code for option
         4 (although this has not proven to be of any benefit) and 
         second, to allow extending the format for more bitplanes (code
         has been written for up to 12 planes).  

         Compression/decompression is performed on a plane-by-plane basis.
         For each plane, compression can be handled by the skip.c code
         (provided Public Domain by Jim Kent) and decompression can be
         handled by unvscomp.asm (also provided Public Domain by Jim Kent).
         
         Compression/decompression is performed on a plane-by-plane basis.
         The following description of the method is taken directly from
         Jim Kent's code with minor re-wording.  Please refer to Jim's
         code (skip.c and unvscomp.asm) for more details:

            Each column of the bitplane is compressed separately.
            A 320x200 bitplane would have 40 columns of 200 bytes each.
            Each column starts with an op-count followed by a number
            of ops.  If the op-count is zero, that's ok, it just means
            there's no change in this column from the last frame.
            The ops are of three classes, and followed by a varying
            amount of data depending on which class:
              1. Skip ops - this is a byte with the hi bit clear that
                 says how many rows to move the "dest" pointer forward,
                 ie to skip. It is non-zero.
              2. Uniq ops - this is a byte with the hi bit set.  The hi
                 bit is masked down and the remainder is a count of the
                 number of bytes of data to copy literally.  It's of
                 course followed by the data to copy.
              3. Same ops - this is a 0 byte followed by a count byte,
                 followed by a byte value to repeat count times.
            Do bear in mind that the data is compressed vertically rather
            than horizontally, so to get to the next byte in the destination
            we add the number of bytes per row instead of one!