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Cosmigo promotion sale
Cosmigo promotion sale









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The ring frame is used to loop back to the beginning - it's identical to frame 1, but it's encoded as a delta from frame 5 (it contains only those pixels in frame 1 that are different from frame 5). A delta frame includes only those pixels that are different from the previous frame.

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Here's the layout of a normal, 5-frame FLC file:Īs you can see, there are actually 6 frames - five "regular" frames and a "ring" frame - and two types of frames - "full" and "delta." A full frame includes every pixel in the frame. There's a more fundamental reason, though, that requires a bit more explanation: For one thing, the header has meaningful data in it that might not be correct for your custom FLC (such as X and Y offset). I think there are enough choices out there to allow for plenty of variation.Ĭlick to expand.Unfortunately, no. If we could do this, it would be easy enough to make custom units by just fitting them to pre-existing animation frame sizes, numbers, etc.

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Animationshop doesn't include paletting capabilities, but you can export/import on the fly to Paintshop, which does.įor SWB or Dan Magaha, would it be possible - until we figure out a simple way to edit the header info - to 'cut and paste' the appropriate portion of the header material from an original Fraxis flc file into a custom-saved flc? I'm no expert, but I've used hex-editing programs to alter settings in proprietary formats before - maybe SWB can give more info on how to isolate the appropriate 'header' data and transplant it? flc files, although the saved ones don't work in the game, for reasons we've already covered.

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I own it, but I'm pretty sure the 30 day trial includes full capabilities for both programs. I've mentioned it a few times in this thread, but I'll mention it again - PaintShop Pro, the most popular graphics program on the market, includes flc editing through the included AnimationShop. My interpretation is that perhaps COLOR_256 chunks are always preceded by some unknown number of 0xCD bytes? So the read process would be: If you find 0xCDCDCDCD where you're expecting to find a chunk length, keep reading until you find a COLOR_256 chunk?

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After that is a COLOR_256 chunk (which starts with 4 bytes of 0xCD for the size).

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This *should* be correct (the animation is 10x50 pixels for 500, plus the 6-byte header), *but* the chunk is followed by 16 (meaningless?) bytes of 0xCD. In the file Tact_AttackA.flc, an FLI_COPY chunk (this is the only unit FLC that has an FLI_COPY chunk) is reported to have a size of 506. These colors are replaced with the last 64 entries (in reverse order) from the palette of one of the PCX's in the Palettes subfolder.įinally, the main thing that has been causing most programs to crash and burn upon attempting to read in the FLCs is probably the fact that the Size field of the FLC chunk header is sometimes bogus - this is particularly true in the case of COLOR_256 chunks, which always have a reported size of 3,452,816,845 (0xCDCDCDCD) regardless of their real size (a full 256-color palette should report a size of 778). The first 64 entries in the palette are used for civ coding. Don't know what the precise opacity values should be (probably isn't important, anyway), but I'm assuming a linear progression from darkest to fully transparent.

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Color 255 is fully transparent color 248 is the least transparent (though not opaque). The last 8 colors in the palette are used for shadow (alpha-blending) information.

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Unknowns 13-20: Always 0 (not used)The number of frames reported in the header is not the real number of frames: There is one additional frame (a ring frame, I presume) for each orientation, so in a FLC with 8 orientations and 10 frames per orientation, 80 frames are reported in the header, but the file actually contains 88 frames. Present in the FLC? (0x0001 when Unknown5 is 1, Unknown12: Bitfield representing the particular orientations Unknown6: Number of frames per unit "orientation" Unknown5: Number of unit "orientations" in the FLC











Cosmigo promotion sale