Strings in FLI.TXT


Animator Pro File Formats
This chapter details each of the file formats defined
by Animator Pro. Formats supported by Animator Pro but
defined by another party, such as GIF and TIFF files,
are not described in this document.
The files created by Autodesk Animator Pro are a
superset of those created by the original Autodesk
Animator. In some cases the Animator Pro formats are
identical with the older Animator format. In other
cases, new data fields or data compression techniques
have been added to the file.
All two-byte and four-byte data values in Animator Pro
files are stored in Intel-style order, the same as they
would appear in memory on an 80x86 machine.
Common Hierarchial Chunked File Structure
In general, Animator Pro files contain one or more
chunks of information. Conceptually, a chunk is a
combination of control information and data. The most
common Animator Pro file format is a header structure
followed by hierarchial data chunks.
Every chunk begins with a header of at least 6 bytes.
The first four bytes contain the length of the chunk
(including the header itself, and also including the
length of all subordinate chunks, if any). The next two
bytes are an identifier word which describes the type
of data in the chunk. Some chunks have headers longer
than six bytes, but the size and identifier fields
always occupy the first six bytes of the header.
The Animator Pro animation file is a good example of a
hierarchial chunked file structure. The data in an
animation file is arranged as follows:
animation file:
optional prefix chunk:
settings chunk
cel placement chunk
frame 1 chunk:
postage stamp chunk:
postage stamp data
color palette chunk
pixel data chunk
frame 2 chunk:
pixel data chunk
frame 3 chunk:
color palette chunk
pixel data chunk
frame 4 chunk:
color palette chunk
ring frame chunk:
color palette chunk
pixel data chunk
It is possible that new types of chunks not described
in this document will be added to animation files in the
future. We recommend that you quietly ignore unknown
chunk types you encounter during animation playback.
The size fields in the chunk headers make it easy to
skip an entire unrecognized chunk.
FLC - Animator Pro Flic Files
This is the main animation file format created by
Animator Pro. The file contains a 128-byte header,
followed by an optional prefix chunk, followed by one
or more frame chunks.
The prefix chunk, if present, contains Animator Pro
settings information, CEL placement information, and
other auxiliary data.
A frame chunk exists for each frame in the animation.
In addition, a ring frame follows all the animation
frames. Each frame chunk contains color palette
information and/or pixel data.
The ring frame contains delta-compressed information to
loop from the last frame of the flic back to the first.
It can be helpful to think of the ring frame as a copy
of the first frame, compressed in a different way. All
flic files will contain a ring frame, including a
single-frame flic.
The FLC file header
A FLC file begins with a 128-byte header, described
below. All lengths and offsets are in bytes. All
values stored in the header fields are unsigned.
Offset Length Name Description
0 4 size The size of the entire
animation file, including this
file header.
4 2 magic File format identifier.
Always hex AF12.
6 2 frames Number of frames in the flic.
This count does not include
the ring frame. FLC files
have a maximum length of 4000
frames.
8 2 width Screen width in pixels.
10 2 height Screen height in pixels.
12 2 depth Bits per pixel (always 8).
14 2 flags Set to hex 0003 after ring
frame is written and flic
header is updated. This
indicates that the file was
properly finished and closed.
16 4 speed Number of milliseconds to
delay between each frame
during playback.
20 2 reserved Unused word, set to 0.
22 4 created The MSDOS-formatted date and
time of the file's creation.
26 4 creator The serial number of the
Animator Pro program used to
create the file. If the file
was created by some other
program using the FlicLib
development kit, this value
is hex 464C4942 ("FLIB").
30 4 updated The MSDOS-formatted date and
time of the file's most recent
update.
34 4 updater Indicates who last updated
the file. See the description
of creator.
38 2 aspectx The x-axis aspect ratio at
which the file was created.
40 2 aspecty The y-axis aspect ratio at
which the file was created.
Most often, the x:y aspect
ratio will be 1:1. A 320x200
flic has a ratio of 6:5.
42 38 reserved Unused space, set to zeroes.
80 4 oframe1 Offset from the beginning of
the file to the first
animation frame chunk.
84 4 oframe2 Offset from the beginning of
the file to the second
animation frame chunk. This
value is used when looping
from the ring frame back to
the second frame during
playback.
88 40 reserved Unused space, set to zeroes.
The FLC prefix chunk
An optional prefix chunk may immediately follow the
animation file header. This chunk is used to store
auxiliary data which is not directly involved in the
animation playback. The prefix chunk starts with a
16-byte header (identical in structure to a frame
header), as follows:
Offset Length Name Description
0 4 size The size of the prefix chunk,
including this header and all
subordinate chunks that
follow.
4 2 type Prefix chunk identifier.
Always hex F100.
6 2 chunks Number of subordinate chunks
in the prefix chunk.
8 8 reserved Unused space, set to zeroes.
To determine whether a prefix chunk is present, read the
16-byte header following the file header. If the type
value is hex F100, it's a prefix chunk. If the value
is hex F1FA it's the first frame chunk, and no prefix
chunk exists.
Programs other than Animator Pro should
never need to create flic files that
contain a prefix chunk. Programs reading
a flic file should skip the prefix chunk by
using the size value in the prefix header
to read and discard the prefix, or by
seeking directly to the first frame using
the oframe1 field from the file header.
The FLC frame chunks
Frame chunks contain the pixel and color data for the
animation. A frame chunk may contain multiple
subordinate chunks, each containing a different type of
data for the current frame. Each frame chunk starts
with a 16-byte header that describes the contents of
the frame:
Offset Length Name Description
0 4 size The size of the frame chunk,
including this header and all
subordinate chunks that
follow.
4 2 type Frame chunk identifier.
Always hex F1FA.
6 2 chunks Number of subordinate chunks
in the frame chunk.
8 8 reserved Unused space, set to zeroes.
Immediately following the frame header are the frame's
subordinate data chunks. When the chunks count in the
frame header is zero, it indicates that this frame is
identical to the previous frame. This implies that no
change is made to the screen or color palette, but the
appropriate delay is still inserted during playback.
Each data chunk within a frame chunk is formatted as
follows:
Offset Length Name Description
0 4 size The size of the chunk,
including this header.
4 2 type Data type identifier.
6 (size-6) data The color or pixel data.
The type values in the chunk headers indicate what type
of graphics data the chunk contains and which
compression method was used to encode the data. The
following values (and their associated mnemonic names)
are currently found in frame data chunks:
Value Name Description
4 FLI_COLOR256 256-level color palette info
7 FLI_SS2 Word-oriented delta compression
11 FLI_COLOR 64-level color palette info
12 FLI_LC Byte-oriented delta compression
13 FLI_BLACK Entire frame is color index 0
15 FLI_BRUN Byte run length compression
16 FLI_COPY No compression
18 FLI_PSTAMP Postage stamp sized image
The following sections describe each of these data
encoding methods in detail.
Chunk Type 4 (FLI_COLOR256) - 256-Level Color
The data in this chunk is organized in packets. The
first word following the chunk header is a count of the
number of packets in the chunk. Each packet consists
of a one-byte color index skip count, a one-byte color
count and three bytes of color information for each
color defined.
At the start of the chunk, the color index is assumed
to be zero. Before processing any colors in a packet,
the color index skip count is added to the current
color index. The number of colors defined in the
packet is retrieved. A zero in this byte indicates 256
colors follow. The three bytes for each color define
the red, green, and blue components of the color in
that order. Each component can range from 0 (off) to
255 (full on).
The data to change colors 2,7,8, and 9 would appear as
follows:
2 ; two packets
2,1,r,g,b ; skip 2, change 1
4,3,r,g,b,r,g,b,r,g,b ; skip 4, change 3
Chunk Type 11 (FLI_COLOR) - 64-Level Color
This chunk is identical to FLI_COLOR256 except that the
values for the red, green and blue components are in
the range of 0-63 instead of 0-255.
Chunk Type 13 (FLI_BLACK) - No Data
This chunk has no data following the header. All
pixels in the frame are set to color index 0.
Chunk Type 16 (FLI_COPY) - No Compression
This chunk contains an uncompressed image of the frame.
The number of pixels following the chunk header is
exactly the width of the animation times the height of
the animation. The data starts in the upper left
corner with pixels copied from left to right and then
top to bottom. This type of chunk is created when the
preferred compression method (SS2 or BRUN) generates
more data than the uncompressed frame image; a
relatively rare situation.
Chunk Type 15 (FLI_BRUN) - Byte Run Length Compression
This chunk contains the entire image in a compressed
format. Usually this chunk is used in the first frame
of an animation, or within a postage stamp image chunk.
The data is organized in lines. Each line contains
packets of compressed pixels. The first line is at the
top of the animation, followed by subsequent lines
moving downward. The number of lines in this chunk is
given by the height of the animation.
The first byte of each line is a count of packets in
the line. This value is ignored, it is a holdover from
the original Animator. It is possible to generate more
than 255 packets on a line. The width of the animation
is now used to drive the decoding of packets on a line;
continue reading and processing packets until width
pixels have been processed, then proceed to the next
line.
Each packet consist of a type/size byte, followed by
one or more pixels. If the packet type is negative it
is a count of pixels to be copied from the packet to
the animation image. If the packet type is positive it
contains a single pixel which is to be replicated; the
absolute value of the packet type is the number of
times the pixel is to be replicated.
Chunk Type 12 (FLI_LC) - Byte Aligned Delta Compression
This chunk contains the differences between the
previous frame and this frame. This compression method
was used by the original Animator, but is not created
by Animator Pro. This type of chunk can appear in an
Animator Pro file, however, if the file was originally
created by Animator, then some (but not all) frames
were modified using Animator Pro.
The first 16-bit word following the chunk header
contains the position of the first line in the chunk.
This is a count of lines (down from the top of the
image) which are unchanged from the prior frame. The
second 16-bit word contains the number of lines in the
chunk. The data for the lines follows these two words.
Each line begins with two bytes. The first byte
contains the starting x position of the data on the
line, and the second byte the number of packets for the
line. Unlike BRUN compression, the packet count is
significant (because this compression method is only
used on 320x200 flics).
Each packet consists of a single byte column skip,
followed by a packet type/size byte. If the packet
type is positive it is a count of pixels to be copied
from the packet to the animation image. If the packet
type is negative it contains a single pixel which is to
be replicated; the absolute value of the packet type
gives the number of times the pixel is to be
replicated.
Note
The negative/positive meaning of the packet
type bytes in LC compression is reversed
from that used in BRUN compression. This
gives better performance during playback.
Chunk Type 7 (FLI_SS2) - Word Aligned Delta Compression
This format contains the differences between
consecutive frames. This is the format most often used
by Animator Pro for frames other than the first frame
of an animation. It is similar to the line coded delta
(LC) compression, but is word oriented instead of byte
oriented. The data is organized into lines and each
line is organized into packets.
The first word in the data following the chunk header
contains the number of lines in the chunk. Each line
can begin with some optional words that are used to
skip lines and set the last byte in the line for
animations with odd widths. These optional words are
followed by a count of the packets in the line. The
line count does not include skipped lines.
The high order two bits of the word is used to
determine the contents of the word.
Bit 15 Bit 14 Meaning
0 0 The word contains the packet
count. The packets follow this
word. The packet count can be
zero; this occurs when only the
last pixel on a line changes.
1 0 The low order byte is to be
stored in the last byte of the
current line. The packet count
always follows this word.
1 1 The word contains a line skip
count. The number of lines
skipped is given by the
absolute value of the word.
This word can be followed by
more skip counts, by a last
byte word, or by the packet
count.
The packets in each line are similar to the packets for
the line coded chunk. The first byte of each packet is
a column skip count. The second byte is a packet type.
If the packet type is positive, the packet type is a
count of words to be copied from the packet to the
animation image. If the packet type is negative, the
packet contains one more word which is to be
replicated. The absolute value of the packet type
gives the number of times the word is to be replicated.
The high and low order byte in the replicated word do
not necessarily have the same value.
Chunk Type 18 (FLI_PSTAMP) - Postage Stamp Image
This chunk type holds a postage stamp -- a reduced-
size image -- of the frame. It generally appears only
in the first frame chunk within a flic file.
When creating a postage stamp, Animator Pro considers
the ideal size to be 100x63 pixels. The actual size
will vary as needed to maintain the same aspect ratio
as the original.
The pixels in a postage stamp image are mapped into a
six-cube color space, regardless of the color palette
settings for the full frame image. A six-cube color
space is formed as follows:
start at palette entry 0
for red = 0 thru 5
for green = 0 thru 5
for blue = 0 thru 5
palette_red = (red * 256)/6
palette_green = (green * 256)/6
palette_blue = (blue * 256)/6
move to next palette entry
end for blue
end for green
end for red
Any arbitrary rgb value (where each component is in the
range of 0-255) can be mapped into the six-cube space
using the formula:
((6*red)/256)*36 + ((6*green)/256)*6 + ((6*blue)/256)
When a frame data chunk has been identified as a
postage stamp, the header for the chunk contains more
fields than just size and type. The full postage stamp
chunk header is defined as follows:
Offset Length Name Description
0 4 size The size of the postage stamp
chunk, including this header.
4 2 type Postage stamp identifier;
always 18.
6 2 height Height of the postage stamp
image, in pixels.
8 2 width Width of the postage stamp
image, in pixels.
10 2 xlate Color translation type;
always 1, indicating six-
cube color space.
Immediately following this header is the postage stamp
data. The data is formatted as a chunk with standard
size/type header. The type will be one of:
Value Name Description
15 FPS_BRUN Byte run length compression
16 FPS_COPY No compression
18 FPS_XLAT256 Six-cube color xlate table
The FPS_BRUN and FPS_COPY types are identical to the
FLI_BRUN and FLI_COPY encoding methods described above.
The FPS_XLAT256 type indicates that the chunk contains
a 256-byte color translation table instead of pixel
data. To process this type of postage stamp, read the
pixel data for the full-sized frame image, and
translate its pixels into six-cube space using a lookup
in the 256-byte color translation table. This type of
postage stamp appears when the size of the animation
frames is smaller than the standard 100x63 postage
stamp size.
FLI - Original Animator Flic Files
This animation file format is limited to 320x200
resolution. It is the main animation file format of
the original Animator, and is still used by Animator
Pro for creating 320x200 animations. The file
structure is very similar to that of a FLC file. A FLI
file does not contain a prefix chunk, and does not use
FLI_PSTAMP or FLI_SS2 data encoding in the frame
chunks.
The FLI file header
The file header for a FLI file is a subset of the FLC
file header. It is defined as follows:
Offset Length Name Description
0 4 size The size of the entire
animation file, including
this file header.
4 2 magic File format identifier.
Always hex AF11.
6 2 frames Number of frames in the flic.
This count does not include
the ring frame. FLI files
have a maximum length of 4000
frames.
8 2 width Screen width in pixels. This
is always 320 in a FLI file.
10 2 height Screen height in pixels. This
is always 200 in a FLI file.
12 2 depth Bits per pixel (always 8).
14 2 flags Always zero in a FLI file.
16 2 speed Number of jiffies to delay
between each frame during
playback. A jiffy is 1/70 of
a second.
18 110 reserved Unused space, set to zeroes.
The FLI frame chunks
One or more frame chunks immediately follow the FLI
file header. The frame chunks in a FLI file are
identical to those in a FLC file, except that postage
stamp image (FLI_PSTAMP) and word-runlength-compression
(FLI_SS2) data chunks never appear in FLI files.
CEL - Animation Cel Files
CEL files contain one or more frames of image data.
Both Animator Pro and the original Animator produce CEL
files, but each uses a different file format.
To process a CEL file for input, read the first 2 bytes
of the file. If they are hex 9119, the file is an
original Animator CEL file. If the first two bytes are
not 9119, it is an Animator Pro CEL file.
Animator Pro CEL Files
An Animator Pro CEL file is identical to a FLC file in
all respects. A CEL file should have a Celdata chunk
in the file prefix chunk which describes the x,y
placement of the CEL. If the Celdata placement chunk
is not present, assume a placement of 0,0.
Original Animator CEL Files
The original Animator also produced CEL files. These
were still-picture files, not the multi-frame files
Animator Pro now uses. A CEL file from the original
Animator is identical to a PIC file from the original
Animator in all respects.
PIC - Picture Files
PIC files contain still images in an uncompressed
format. Both the original Animator and Animator Pro
produce PIC files. The file formats are different;
Animator Pro produces a hierarchial chunked file, while
the original Animator file is a simpler fixed format.
These formats are detailed in the following sections.
To process a PIC file for input, read the first 2 bytes
of the file. If they are hex 9119, the file is an
original Animator PIC format file. If the first two
bytes are not 9119, it is an Animator Pro PIC file.
Animator Pro PIC Files
Animator Pro uses this format to store a single-frame
picture image or bitmap. This format description
applies to both PIC and MSK files. The file begins
with a 64-byte header defined as follows:
Offset Length Name Description
0 4 size The size of the file,
including this header.
4 2 magic File format identifier.
Always hex 9500.
6 2 width The width of the image, in
pixels.
8 2 height The height of the image, in
pixels.
10 2 xcoord The X coordinate; typically
zero. (See note below).
12 2 ycoord The Y coordinate; typically
zero. (See note below).
14 4 userid An arbitrary 4-byte value;
generally zero. Do not count
on any particular value in
this field. Set this field
to zero when creating a file.
18 1 depth The number of bits per pixel.
This is 8 for PIC files and
1 for MSK files.
19 45 reserved Unused space; set to zeroes.
Note
The xcoord and ycoord values in a PIC file header
will typically be zero. Non-zero values indicate
that the file contains a rectangle from within a
larger picture. In this case, the xcoord and
ycoord values represent the relation of the saved
rectangle to the full image. These values can be
safely ignored for most purposes.
Following the file header are the data chunks for the
image. Each data chunk within a PIC or MSK file is
formatted as follows:
Offset Length Name Description
0 4 size The size of the chunk,
including this header.
4 2 type Data type identifier.
6 (size-6) data The color or pixel data.
The type values in the chunk headers indicate what type
of graphics data the chunk contains. The following
values (and their associated mnemonic names) are
currently found in PIC/MSK data chunks:
Value Name Description
0 PIC_CMAP Color palette info
1 PIC_BYTEPIXELS Byte-per-pixel image data
2 PIC_BITPIXELS Bit-per-pixel mask data
In a PIC_CMAP chunk, the first 2-byte word is a version
code; currently this is set to zero. Following the
version word are all 256 palette entries in rgbrgb...
order. Each of the r, g, and b components is a single
byte in the range of 0-255. This type of chunk appears
in PIC files; there will generally be no color map
chunk in a MSK file.
In a PIC_BYTEPIXELS chunk, the image data appears
immediately following the 6-byte chunk header. The
data is stored as one byte per pixel, in left-to-right,
top-to-bottom sequence. This type of chunk appears in
PIC files.
In a PIC_BITPIXELS chunk, the bitmap data appears
immediately following the 6-byte chunk header. The
data is stored as bits packed into bytes such that the
leftmost bits appear in the high-order positions of
each byte. The bits are stored in left-to-right, top-
to-bottom sequence. When the width of the bitmap is
not a multiple of 8, there will be unused bits in the
low-order positions of the last byte on each line. The
number of bytes per line is ((width+7)/8). This type
of chunk appears in MSK files.
Original Animator PIC Files
The original Animator uses this format to store a
single-frame picture image. This format description
applies to both PIC and CEL files. The file begins
with a 32 byte header, as follows:
Offset Length Name Description
0 2 type File type identifier. Always
hex 9119.
2 2 width Width of image. Always 320
in a PIC file; may be any
value in a CEL file.
4 2 height Height of image. Always 200
in a PIC file; may be any
value in a CEL file.
6 2 xcoord X coordinate for upper left
corner of the image. Always
zero in a PIC file; may be
non-zero in a CEL file.
8 2 ycoord Y coordinate for upper left
corner of the image. Always
zero in a PIC file; may be
non-zero in a CEL file.
10 1 depth Number of bits per pixel;
always 8.
11 1 compress Compression flag; always
zero.
12 4 datasize Size of the image data in
bytes.
16 16 reserved Unused space; set to zeroes.
Immediately following the header is the color map. It
contains all 256 palette entries in rgbrgb... order.
Each of the r, g, and b components is a single byte in
the range of 0-63. Following the color palette is the
image data, one byte per pixel. The image data is
stored in left-to-right, top-to-bottom sequence.
MSK - Mask Data Files
MSK files contain a bitmap image. Both Animator Pro
and the original Animator produce MSK files, but the
formats are different.
To process a MSK file for input, check the file size.
If it is exactly 8000 bytes, the file is an original
Animator MSK file. If the file is any other size, it
is an Animator Pro MSK file.
Animator Pro MSK Files
An Animator Pro MSK file is identical to an Animator
Pro PIC file. It will have a pixel depth of 1.
Original Animator MSK Files
A MSK file created by the original Animator is exactly
8000 bytes long. There is no file header or other
control information in the file. It contains the image
bit map, 1 bit per pixel, with the leftmost pixels
packed into the high order bits of each byte. The size
of the image is fixed at 320x200. The image is stored
left-to-right, top-to-bottom.
COL - Color Map Files
A COL file stores the rgb values for entries in the
color palette. Both Animator Pro and the original
Animator produce COL files, but the formats are
different.
To process a COL file for input, check the file size.
If it is exactly 768 bytes, the file is an original
Animator COL file. If the file is any other size, it
is an Animator Pro COL file.
Animator Pro COL Files
An Animator Pro COL file stores color palette
information. The file begins with an 8-byte header
defined as follows:
Offset Length Name Description
0 4 size The size of the file,
including this header.
4 2 magic File format identifier.
Always hex B123.
6 2 version The version of color storage
format. Currently set to
zero, indicating 256-level
color data in each r,g,b
component.
Following the file header are palette entries in
rgbrgb... order. Each of the r, g, and b components is
a single byte in the range of 0-255. Generally, there
will be data for 256 palette entries, but this cannot
be assumed. The actual number of palette entries is
((size-8)/3); if this value is not an even multiple of
three, the file is corrupted.
Original Animator COL Files2
A COL file created by the original Animator is exactly
768 bytes long. There is no file header or other
control information in the file. The rgb values for
all 256 palette entries is stored in rgbrgb...
sequence. Each of the r, g, and b values is in the
range of 0-63.
PLY - Polygon Files
A PLY file holds a set of points that describe a
polygon. Both Animator Pro and the original Animator
create PLY files. The file format is the same for
both.
A PLY file starts with an 8-byte header, as follows:
Offset Length Name Description
0 2 points Count of points in the file.
2 4 reserved Unused space; set to zero.
6 1 closed Closed-shape flag. If 1,
there is an implied
connection between the last
point and the first. If
zero, the shape is not
closed.
7 1 magic File format identifier.
Always hex 99.
The points data follows the file header. Each point is
described with three 16-bit integers, representing the
x, y, and z coordinates of each point. The z
coordinates are always zero.
TWE - Tween Data Files
A TWE file holds information about a tweening operation
set up via the Tween menus. The information includes
the starting and ending shapes, and the optional user-
specified links between the shapes. Animator Pro
creates tween files.
A TWE file begins with an 8-byte header defined as
follows:
Offset Length Name Description
0 2 magic File format identifier.
Always hex 1995.
2 2 version The file format version;
always zero.
4 4 tcount The number of tween shapes
in the file; always 2.
8 8 reserved Unused space; set to
zeroes.
16 4 linkcount The number of link entries
in the file.
Immediately following the file header are the link
entries. If the linkcount value is zero there are no
links. Each link entry is a pair of 32-bit integers.
The first value in each pair is the index of the point
in the first shape, and the second value is the index
of the point in the ending shape. (IE, a link value of
2,7 says to link the second starting-shape point to the
seventh ending-shape point.)
Following the link entries is the data block that
describes the starting shape, then the data block that
describes the ending shape. The format of these blocks
is identical to that of the polygon (PLY) file,
including file header data. In other words, they
appear as if a pair of polygon files are embedded in
the tween file at this point.
OPT - Optics Menu Settings Files
An OPT file holds information about an optics operation
set up via the Optics menus. Both Animator Pro and the
original Animator create OPT files. The file format is
the same for both.
An OPT file starts with a 4-byte header, as follows:
Offset Length Name Description
0 2 magic File type identifier. Always
hex 1A3F.
2 2 count Number of records in the
file.
Following the file header are optics records of 50
bytes each. A record is generated for each click on
CONTINUE MOVE in the OPTICS menu. The move records are
formatted as follows:
Offset Length Name Description
0 4 link In the file, this field
is always zero. In
memory, it's a pointer to
the next move record.
4 6 spincenter The x,y,z coordinates of
the spin center point;
three 16-bit values.
10 6 spinaxis The x,y,z coordinates of
the spin axis; three
16-bit values.
16 6 spinturns The x,y,z coordinates of
the spin turns; three 16-
bit values.
22 4 spininter Intermediate turns. Two
16-bit values. These are
values for a conjugation
matrix that corresponds
to spin axis.
26 6 sizecenter The x,y,z coordinates of
the size center point;
three 16-bit values.
32 2 xmultiplier Determines (along with
xdivisor) how to scale
along x dimension.
34 2 xdivisor Determines (along with
xmultiplier) how to scale
along x dimension.
36 2 ymultiplier Determines (along with
ydivisor) how to scale
along y dimension.
38 2 ydivisor Determines (along with
ymultiplier) how to scale
along y dimension.
40 2 bothmult Like xmultiplier, but
applied to both
dimensions.
42 2 bothdiv Like xdivisor, but
applied to both
dimensions.
44 6 linearmove The x,y,z offset for a
linear move; three 16-bit
values.
Internal Usage Files (REC, SET, CFG, GLV, MU)
Each of these file types is created by Animator Pro to
store internal data between sessions. These files must
not be touched by other applications.
REC files store macros. Animator Pro REC files are not
the same as the REC files documented with the original
Animator.
SET files store internal settings information; they are
created by the Quit|Save menu, and by the Save Default
Settings menu.
CFG files store internal configuration information,
such as the video driver and mode.
GLV files store Poco Global Variables. The data is
stored as a series of nullterminated strings, and must
not be modified using a normal text editor.
MU files store menu text, prompts, error messages, etc,
customized to the proper native language. The data is
stored as normal ASCII text, and must not be modified
in any way.