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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 görüntüleme • 3 ay önce •via X (Twitter)

16 Yorum

scLLptr profil fotoğrafı
scLLptr3 ay önce

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

Jonas Eschenburg profil fotoğrafı
Jonas Eschenburg3 ay önce

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 profil fotoğrafı
Yael Trejo3 ay önce

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 profil fotoğrafı
Michał Pasternak3 ay önce

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 profil fotoğrafı
Jonas Eschenburg3 ay önce

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 profil fotoğrafı
Sol1d3 ay önce

Insane, awesome work

ffmec profil fotoğrafı
ffmec3 ay önce

Amazing

In the Gaps 🐸😻 profil fotoğrafı
In the Gaps 🐸😻3 ay önce

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 profil fotoğrafı
Jonas Eschenburg3 ay önce

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 profil fotoğrafı
Clean-Code Van Damme3 ay önce

The STE is limited to tiles?

Jonas Eschenburg profil fotoğrafı
Jonas Eschenburg3 ay önce

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 profil fotoğrafı
TheMalgot3 ay önce

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

KanpekiSaru gamedev monkey vtuber profil fotoğrafı
KanpekiSaru gamedev monkey vtuber3 ay önce

what do you mean even the intro is there

alex okita profil fotoğrafı
alex okita3 ay önce

Was this VQA? or Indeo?

Jonas Eschenburg profil fotoğrafı
Jonas Eschenburg3 ay önce

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 profil fotoğrafı
alex okita3 ay önce

Would this eventually end up as either Smacker or Bink?

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