Psx Animations files

Discussion in 'Sony Programming and Development' started by Avanaboy, Dec 10, 2011.

  1. Avanaboy

    Avanaboy Spirited Member

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    Hi mates,
    I have a doub about the psx animation files.
    I mean , how can I convert an animated image to a file readable by the psx ?
    I've read that there is a program (animatio.exe) but I can't find it in the psyq sdk 4.6 :/ (this program seems to be sold separately)

    Can somebody clarify this ? :thumbsup:
     
  2. tails92

    tails92 Spirited Member

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    If you know what animations are, it's just handling every frame of the image as another image and in your program changing the image at a rapid pace, so that your eyes get the idea it's animated.
     
  3. Avanaboy

    Avanaboy Spirited Member

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    That will works for sure, but I'd like just to know if there is a way to make a psx animation file ( .anm? )
     
  4. l_oliveira

    l_oliveira Officer at Arms

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    It really depends on what the game is doing.

    Movies are usually on the STR (stream) format which is an container for MJPEG (motion JPEG) that the PS1 is capable of decompressing with hardware acceleration.

    Animation could also be a sequence of uncompressed 2D frames (as mentioned by tails92) or even mesh motion data for an 3D model ... So your question is quite vague ... :nod:
     
  5. Avanaboy

    Avanaboy Spirited Member

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    I mean just something like converting an animated gif to a format readable by the psx ;)
    an uncompressed 2D frames sequence ;)
     
  6. l_oliveira

    l_oliveira Officer at Arms

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    It's really something you have to make from scratch. So if you wanted to you could even use windows .BMP files just depends on how your own program work.

    For saving processor time usually the programmers use the exact raw format used on the graphics hardware or something very close to that (as the TIM format for the PS1 and TIM2 for PS2)...

    http://wiki.qhimm.com/PSX/TIM_file

    The reason they use that format, as I've already stated is save the CPU from having to actually waste time converting for the frame buffer native format.

    For any meaty details refer to the wiki link I found in a very quick'n dirty google search. :nod:
     
    Last edited: Dec 10, 2011
  7. Avanaboy

    Avanaboy Spirited Member

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    I know what tims Are ( hey I wrote a psx intro , it is obvious that I know how manage tim files :p ) ...
    But what about .anm files ? So basically The psx doesnt have a native 2D animation format ? o_O
     
  8. tails92

    tails92 Spirited Member

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    Abandon the idea of using these ANM files, it is an useless format, as it just contains the tpage, u, v paramaters for each frame and little else. You can come up with your own (and better) way of managing that. I don't know why you are being so stubborn about "animation formats" as all animation formats really are is a container of more images, switched so fastly that your eyes perceive an animation.
     
    Last edited: Dec 10, 2011
  9. Avanaboy

    Avanaboy Spirited Member

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    Okay.
     
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