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Idea for cell-shaded FMV on the NES
http://forums.nesdev.com/viewtopic.php?f=21&t=13166
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Author:  Dwedit [ Wed Aug 26, 2015 7:06 am ]
Post subject:  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.

Author:  tepples [ Wed Aug 26, 2015 7:19 am ]
Post subject:  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).

Author:  Sik [ Wed Aug 26, 2015 9:39 am ]
Post subject:  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.

Author:  tokumaru [ Wed Aug 26, 2015 9:45 am ]
Post subject:  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.

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