The Icon Bar: General: The power of a StrongARM
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The power of a StrongARM |
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(11:17 3/3/2001) senduran (20:28 3/3/2001) ToiletDuck (13:58 15/6/2002) andrew (10:40 4/3/2001) Jan Klose (08:44 6/3/2001) andrew (11:16 6/3/2001)
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Jan Klose |
Message #2117, posted at 11:17, 3/3/2001 |
Unregistered user
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Hi everybody, does anybody have any experience with !Replay or other movie replaying software? By "movie replaying software" I mean something that is reasonably fast and does have sound - just like any standard software on the PC. It should simply be able to replay movies, so that the audience can enjoy them! My question is: What is the maximum pixel size you can replay on a StrongARM from CD or harddisc (incl. sound), and without any nasty jumps while replaying? And what codec is needed for that? I guess it shoud be possible to replay something that's bigger than 160x120?? What's the maximum? Is it 320x200 (have tried with some standard Replay codec, and it hangs - and there's no program available to create this output apart from Oregan's buggy CineWorks)? Is it even more??? Am I asking too much? :-) Cheers, Jan Klose Artex Software |
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senduran |
Message #2118, posted at 20:28, 3/3/2001, in reply to message #2117 |
Unregistered user
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Don't know enough to answer your question as asked, but how much space would you have on the CD? You could just save out your movies as sprites for each frame and have a simple player (some already exist, though I don't think you can full-screen them) animate them. Get's rid of any 'is it powerful enough to decode quick enough' questions, leaving you with just the bandwidth issue. A few minutes of experimentation on your part and you can decide for youself what the optimum size and number of frames per second would be. Oh, and of course sync up mp3 playback in the background for the sound. Shouldn't be too difficult. Ok, ok, bad idea. Ignore me. Next!
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andrew |
Message #2120, posted at 10:40, 4/3/2001, in reply to message #2119 |
Unregistered user
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Possibly, depending on the sprite size and colour depth. However without compression techniques, imagine the space this woud use. I haven't tried using squashed images and decompressing them in real time as I can't see how it would be fast enough at all. The method is probably way too simplistic. I understand replay uses much more sophisticated forms of compression for example storing just the differences between frames as opposed to each frame in its entirety. |
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Jan Klose |
Message #2121, posted at 08:44, 6/3/2001, in reply to message #2120 |
Unregistered user
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Hi, thanks for your suggestions. Outputting a huge number of huge sprites is no option though - this is why video codecs were invented :-) I was hoping that someone might say "Hey, there is that wonderful superfast sound-supporting AVI player", or "Someone has ported RealVideo to RiscOS recently without anyone noticing" or something like that :-) It's not easy to promise a game with good quality in-game video sequences when there is no software that's not older than 5 years available to do so... Cheers, Jan Klose |
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andrew |
Message #2122, posted at 11:16, 6/3/2001, in reply to message #2121 |
Unregistered user
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VOTI have been puzzling about this too for a while. At least you have the film team which is something we don't have! If you want to work on something however, please get in touch!Regards Andrew Weston |
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Mark Quint |
Message #2119, posted by ToiletDuck at 13:58, 15/6/2002, in reply to message #2118 |
Quack Quack
Posts: 1016
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could you get it to display all 25 (or however many) sprites every second though?? (whilst playing MP3s?? If that would work though, that would certainly be the easiest way to do it |
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The Icon Bar: General: The power of a StrongARM |