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Command & Conquer intro and how it is encoded for playback on a 1989 Atari STe, in beautiful 16 colors.

24,802 views • 3 months ago •via X (Twitter)

16 Comments

scLLptr's profile picture
scLLptr3 months ago

I see the blips and the bloops but I do not understand what is going on.

Jonas Eschenburg's profile picture
Jonas Eschenburg3 months ago

There is a "codebook" of tiles out of which the actual image is composed. They're all 8x8 pixels and you can see the codebook in the lower part of the image. 32 tiles get overwritten in every frame, the encoder chooses which. Those are highlighted in yellow for a short time.

Yael Trejo's profile picture
Yael Trejo3 months ago

Few things surpass the feeling of seeing such an iconic intro being displayed with a 16-color palette giving it their all, offering pure 16-bit art. Excellent work

Michał Pasternak's profile picture
Michał Pasternak3 months ago

Hey, looks fantastic, I wonder about other older platforms, this should be possible on Amiga? How about 8-bit computers, NES, Commodore, Speccy? Care to share source code?

Jonas Eschenburg's profile picture
Jonas Eschenburg3 months ago

I'm using a little bit of an Atari ST peculiarity, the efficient 8-pixel block width. Except for a little performance hit, I see no reason why this couldn't be ported to Amiga. Source code for the game and all the little tools is on GitHub.

Sol1d's profile picture
Sol1d3 months ago

Insane, awesome work

ffmec's profile picture
ffmec3 months ago

Amazing

In the Gaps 🐸😻's profile picture
In the Gaps 🐸😻3 months ago

how many total sprites are used to get this entire effect? I imagine they have a pretty big atlas, but used tricks like reusing the same sprites for multiple segments but with different palettes? they must have had a tool that compared similarity to reduce total sprite count

Jonas Eschenburg's profile picture
Jonas Eschenburg3 months ago

I usually use a codebook of 2048 tiles (in the vid it's fewer to keep 9:16 aspect). They're not really sprites, just small templates that can be copied into video memory efficiently. Selection is based on utility: by how much does the overall error sink if I include this tile?

Clean-Code Van Damme's profile picture
Clean-Code Van Damme3 months ago

The STE is limited to tiles?

Jonas Eschenburg's profile picture
Jonas Eschenburg3 months ago

No, not in the console sense, but tiles are still a good idea. 8px wide tiles work especially well with the ST, where the CPU can’t afford to do any read-modify-write operations on pixels.

TheMalgot's profile picture
TheMalgot3 months ago

I have no idea what this is supposed to show me.

KanpekiSaru gamedev monkey vtuber's profile picture
KanpekiSaru gamedev monkey vtuber3 months ago

what do you mean even the intro is there

alex okita's profile picture
alex okita3 months ago

Was this VQA? or Indeo?

Jonas Eschenburg's profile picture
Jonas Eschenburg3 months ago

STV :) The original was in VQA and it is transcoded into a format tailored for a 16bit computer. 16 colors, 8x8 tiles, no CPU-intensive compression schemes.

alex okita's profile picture
alex okita3 months ago

Would this eventually end up as either Smacker or Bink?

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