Idea for cell-shaded FMV on the NES
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Re: Idea for cell-shaded FMV on the NES
The best part is if you're dealing with monochrome RLE predictors, you don't need to signal what bit you are currently using. You know it will transition from 1 to 0, then 0 to 1. You only need the initial state and the lengths. Then you're just encoding a bunch of numbers (RLE lengths) and nothing else.
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Re: Idea for cell-shaded FMV on the NES
True so long as you know you can encode any positive length, not topping out at 127 or 255 or whatever. For this, I'd recommend either a Golomb code or an Exp-Golomb code (such as the gamma code).
Re: Idea for cell-shaded FMV on the NES
Those cases would already compress so well that you may as well add an extension code just for them for a negligible loss.
Re: Idea for cell-shaded FMV on the NES
Yeah, I'd simply have another length for the same color whenever the maximum length is used, even if this extra length is 0.