Idea for cell-shaded FMV on the NES

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Dwedit
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Re: Idea for cell-shaded FMV on the NES

Post by Dwedit »

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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tepples
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Re: Idea for cell-shaded FMV on the NES

Post by tepples »

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).
Sik
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Re: Idea for cell-shaded FMV on the NES

Post by Sik »

Those cases would already compress so well that you may as well add an extension code just for them for a negligible loss.
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tokumaru
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Re: Idea for cell-shaded FMV on the NES

Post by tokumaru »

Yeah, I'd simply have another length for the same color whenever the maximum length is used, even if this extra length is 0.
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