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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..
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Style
Registered: Jun 2004 Posts: 498 |
(oi! oi! oi!) |
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algorithm
Registered: May 2002 Posts: 705 |
More animation frames would look better than frame shuffling. but imo the frame shuffling smooths the video in comparison to just displaying the frames one by one.
Quality wise, the video quality can be better. just need to work more on the preprocessor.. |
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Bastet
Registered: Jul 2005 Posts: 88 |
The idea that swirls in my head would be to just save the lines that change and in extent where that change starts and ends, should work great when compressing cartoons. Not so good for videos where the whole scene moves alot.
But for that there could be a move command that moves the whole screen and fills the blank line/collumn with new data.
For a charset i would suggest a simple 4x4 charset, that would give 160x100 pixel.
Whatcha think?
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algorithm
Registered: May 2002 Posts: 705 |
many types of compression methods can be used. the key is ally the pprocessing. eg if a vid sequence consists of a static back ground with some movement elsewhee. the routine can analyse less moving areas and try to keep them static, etc. most vid compression is severe analysis of the file. the data is then compressed using standard compressioalgo.s etc |
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kurant Account closed
Registered: Apr 2005 Posts: 15 |
Somekind of what BastetFurry mentions was implemented & then used by Colabor in animation parts of http://noname.c64.org/csdb/release/?id=4765. Colabor referred to his animation algorithm as "MPEG encoding" :) and it was heavily inspired by Front 242/FLT on Amiga. |
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