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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 просмотров • 3 месяцев назад •via X (Twitter)

Комментарии: 16

Фото профиля scLLptr
scLLptr3 месяцев назад

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

Фото профиля Jonas Eschenburg
Jonas Eschenburg3 месяцев назад

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.

Фото профиля Yael Trejo
Yael Trejo3 месяцев назад

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

Фото профиля Michał Pasternak
Michał Pasternak3 месяцев назад

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?

Фото профиля Jonas Eschenburg
Jonas Eschenburg3 месяцев назад

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.

Фото профиля Sol1d
Sol1d3 месяцев назад

Insane, awesome work

Фото профиля ffmec
ffmec3 месяцев назад

Amazing

Фото профиля In the Gaps 🐸😻
In the Gaps 🐸😻3 месяцев назад

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

Фото профиля Jonas Eschenburg
Jonas Eschenburg3 месяцев назад

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?

Фото профиля Clean-Code Van Damme
Clean-Code Van Damme3 месяцев назад

The STE is limited to tiles?

Фото профиля Jonas Eschenburg
Jonas Eschenburg3 месяцев назад

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.

Фото профиля TheMalgot
TheMalgot3 месяцев назад

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

Фото профиля KanpekiSaru gamedev monkey vtuber
KanpekiSaru gamedev monkey vtuber3 месяцев назад

what do you mean even the intro is there

Фото профиля alex okita
alex okita3 месяцев назад

Was this VQA? or Indeo?

Фото профиля Jonas Eschenburg
Jonas Eschenburg3 месяцев назад

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.

Фото профиля alex okita
alex okita3 месяцев назад

Would this eventually end up as either Smacker or Bink?

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