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The encoder now accepts a directory as <input> in addition to .c2 and
.gsla files. When the input path is a directory, it is scanned for loose
C1 images (Apple IIgs $C1/0000 Super Hi-Res screens) which are gathered
into the same array of 0x8000-byte C1 frames that a .c2 decodes into, then
fed through the existing GSLA encode path.
- New C1File loader (source/c1_file.{h,cpp}), mirroring C2File:
scans the directory (dirent / FindFirstFile), keeps files ending in
.c1 or #c10000 (case-insensitive), natural/numeric-sorts them so frame2
precedes frame10, validates each is exactly 0x8000 bytes (warns + skips
otherwise).
- main.cpp: auto-detect directory vs file (no new flag), factor the
encode+round-trip-verify block into shared encodeFramesToGsla() used by
both the .c2 and directory paths, update help text.
- Wire c1_file.cpp into Makefile and the Visual Studio project.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
gsla
Apple IIgs animation tool, alternative to Paintworks/$C2 animation format
This is a C++ command line tool, that will convert a C2/Paintworks Animation file into the more efficient GS Lzb Animation file format.
See https://github.com/dwsJason/gslaplay, for a GSOS Sample Application that can play these animations
Mac Build instructions
Requires xcode (g++/clang++).
Debug build (default):
make
Release build:
make CONFIG=Release
Clean build artifacts:
make clean
Description
Apple IIgs animation tool, alternative to Paintworks/$C2 animation format
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