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Forums > C64 Coding > Full motion video on C64
2006-12-29 13:46
algorithm

Registered: May 2002
Posts: 705
Full motion video on C64

Any examples? Wildfire is one, I am just writing an article regarding the different full motion video techniques that are feasable and doable on the C64. These include the standard 40x25, 80x50 fli, interpolated by look up table, etc etc

I am working on a PC Vector quantization video converter which will generate 256 characters which best match the video sequence. so in effect each frame will take up 1000 bytes using the same 2k char set.

Demo may be released some time soon..
2006-12-29 15:35
Steppe

Registered: Jan 2002
Posts: 1510
Effluvium comes to mind. Also Nine with the FMV skateboarder part. Does La Linea 85% match your criteria of FMV as well?
2006-12-29 16:30
Bamu®
Account closed

Registered: May 2005
Posts: 1332
HI-IFLI streamed from MMC64 would be quite cool! :)
2006-12-29 17:16
Oswald

Registered: Apr 2002
Posts: 5094
it would be better to use more charsets and stream the animation, like JA did in sphaisterium. but anyway imho this is the best compromise for the c64 if you're going for something video like. (ie. no vectors and similar)
2006-12-29 18:10
soci

Registered: Sep 2003
Posts: 480

We did what you described in the IDE64 demo "Weekend" in 2001, except that different charsets were used for each frame.

Weekend

2006-12-29 18:25
algorithm

Registered: May 2002
Posts: 705
Nice examples..

The C64 code can be extremely straightforward in my C64 Animation depacker. so simple that it only really requires $d018,$dd00 to change the 1k area. The PC routine analyses each frame and compares with future frames and chooses the optimal (tries to anyway) 256 characters which produce the least error for all the frames resulting in 1k per frame. of course inbetweening effect can be achieved by displaying frame1, then flicking between frame 1 and 2, then display frame 3, etc etc
2006-12-29 18:31
algorithm

Registered: May 2002
Posts: 705
Any links to the weekend demo? or screenshots. did it use an entire (2k) charbank for each frame?

it would only result in max around 20 frames on c64 single load though
2006-12-29 19:39
Cruzer

Registered: Dec 2001
Posts: 1048
I have thought about the same, but I think it's a bad idea to use a new charset for each frame, since that would make each frame take up 3K instead of just 1. Instead I would have a few different charsets, and then switch it every 8th rasterline to the charset that fitted each char line best.

A good way to reduce the char errors is probably to blur the whole thing heavily before packing.
2006-12-29 21:35
hollowman

Registered: Dec 2001
Posts: 474
4 charsets, lousy best fit, and shuffling of the lines of the chars after conversion: k-bit 2006
2006-12-30 00:47
ChristopherJam

Registered: Aug 2004
Posts: 1409
@hollowman - nice work on k-bit! Great design as always :)

@algorithm -
Effluvium packs in 120 frames by defining each frame with tile indices rather than characters. It does make the player considerably more intensive though!

Only one cset is used.
2006-12-30 01:55
Krill

Registered: Apr 2002
Posts: 2980
What? Nobody mentioned Sphaeristerium yet?
 
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