1# bootanimation format 2 3## zipfile paths 4 5The system selects a boot animation zipfile from the following locations, in order: 6 7 /system/media/bootanimation-encrypted.zip (if getprop("vold.decrypt") = '1') 8 /system/media/bootanimation.zip 9 /oem/media/bootanimation.zip 10 11## zipfile layout 12 13The `bootanimation.zip` archive file includes: 14 15 desc.txt - a text file 16 part0 \ 17 part1 \ directories full of PNG frames 18 ... / 19 partN / 20 21## desc.txt format 22 23The first line defines the general parameters of the animation: 24 25 WIDTH HEIGHT FPS [PROGRESS] 26 27 * **WIDTH:** animation width (pixels) 28 * **HEIGHT:** animation height (pixels) 29 * **FPS:** frames per second, e.g. 60 30 * **PROGRESS:** whether to show a progress percentage on the last part 31 + The percentage will be displayed with an x-coordinate of 'c', and a 32 y-coordinate set to 1/3 of the animation height. 33 34It is followed by a number of rows of the form: 35 36 TYPE COUNT PAUSE PATH [FADE [#RGBHEX [CLOCK1 [CLOCK2]]]] 37 38 * **TYPE:** a single char indicating what type of animation segment this is: 39 + `p` -- this part will play unless interrupted by the end of the boot 40 + `c` -- this part will play to completion, no matter what 41 + `f` -- same as `p` but in addition the specified number of frames is being faded out while 42 continue playing. Only the first interrupted `f` part is faded out, other subsequent `f` 43 parts are skipped 44 * **COUNT:** how many times to play the animation, or 0 to loop forever until boot is complete 45 * **PAUSE:** number of FRAMES to delay after this part ends 46 * **PATH:** directory in which to find the frames for this part (e.g. `part0`) 47 * **FADE:** _(ONLY FOR `f` TYPE)_ number of frames to fade out when interrupted where `0` means 48 _immediately_ which makes `f ... 0` behave like `p` and doesn't count it as a fading 49 part 50 * **RGBHEX:** _(OPTIONAL)_ a background color, specified as `#RRGGBB` 51 * **CLOCK1, CLOCK2:** _(OPTIONAL)_ the coordinates at which to draw the current time (for watches): 52 + If only `CLOCK1` is provided it is the y-coordinate of the clock and the x-coordinate 53 defaults to `c` 54 + If both `CLOCK1` and `CLOCK2` are provided then `CLOCK1` is the x-coordinate and `CLOCK2` is 55 the y-coodinate 56 + Values can be either a positive integer, a negative integer, or `c` 57 - `c` -- will centre the text 58 - `n` -- will position the text n pixels from the start; left edge for x-axis, bottom edge 59 for y-axis 60 - `-n` -- will position the text n pixels from the end; right edge for x-axis, top edge 61 for y-axis 62 - Examples: 63 * `-24` or `c -24` will position the text 24 pixels from the top of the screen, 64 centred horizontally 65 * `16 c` will position the text 16 pixels from the left of the screen, centred 66 vertically 67 * `-32 32` will position the text such that the bottom right corner is 32 pixels above 68 and 32 pixels left of the edges of the screen 69 70There is also a special TYPE, `$SYSTEM`, that loads `/system/media/bootanimation.zip` 71and plays that. 72 73## clock_font.png 74 75The file used to draw the time on top of the boot animation. The font format is as follows: 76 * The file specifies glyphs for the ascii characters 32-127 (0x20-0x7F), both regular weight and 77 bold weight. 78 * The image is divided into a grid of characters 79 * There are 16 columns and 6 rows 80 * Each row is divided in half: regular weight glyphs on the top half, bold glyphs on the bottom 81 * For a NxM image each character glyph will be N/16 pixels wide and M/(12*2) pixels high 82 83## progress_font.png 84 85The file used to draw the boot progress in percentage on top of the boot animation. The font format 86follows the same specification as the one described for clock_font.png. 87 88## loading and playing frames 89 90Each part is scanned and loaded directly from the zip archive. Within a part directory, every file 91(except `trim.txt` and `audio.wav`; see next sections) is expected to be a PNG file that represents 92one frame in that part (at the specified resolution). For this reason it is important that frames be 93named sequentially (e.g. `part000.png`, `part001.png`, ...) and added to the zip archive in that 94order. 95 96## trim.txt 97 98To save on memory, textures may be trimmed by their background color. trim.txt sequentially lists 99the trim output for each frame in its directory, so the frames may be properly positioned. 100Output should be of the form: `WxH+X+Y`. Example: 101 102 713x165+388+914 103 708x152+388+912 104 707x139+388+911 105 649x92+388+910 106 107If the file is not present, each frame is assumed to be the same size as the animation. 108 109## audio.wav 110 111Each part may optionally play a `wav` sample when it starts. To enable this, add a file 112with the name `audio.wav` in the part directory. 113 114## exiting 115 116The system will end the boot animation (first completing any incomplete or even entirely unplayed 117parts that are of type `c`) when the system is finished booting. (This is accomplished by setting 118the system property `service.bootanim.exit` to a nonzero string.) 119 120## protips 121 122### PNG compression 123 124Use `zopflipng` if you have it, otherwise `pngcrush` will do. e.g.: 125 126 for fn in *.png ; do 127 zopflipng -m ${fn}s ${fn}s.new && mv -f ${fn}s.new ${fn} 128 # or: pngcrush -q .... 129 done 130 131Some animations benefit from being reduced to 256 colors: 132 133 pngquant --force --ext .png *.png 134 # alternatively: mogrify -colors 256 anim-tmp/*/*.png 135 136### creating the ZIP archive 137 138 cd <path-to-pieces> 139 zip -0qry -i \*.txt \*.png \*.wav @ ../bootanimation.zip *.txt part* 140 141Note that the ZIP archive is not actually compressed! The PNG files are already as compressed 142as they can reasonably get, and there is unlikely to be any redundancy between files. 143