Dragon's Lair full motion video for the ColecoVision
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Posted Sat Dec 6, 2008 10:31 AM
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While designing the Opgrade Module IDE interface, I started to wonder if the interface was fast enough. So I tried to think about what would be the most demanding application possible in terms of throughput, and the answer was full motion video. I made some calculations, the maximum possible throughput for the CV VDP is around 140KB/s (though 120KB/s is a more realistic number). Well, the OM IDE can do that, so I got my answer (the OM IDE can get near 160KB/s).
However during the process I thought of Dragon's Lair, a game that is basically an interactive video. So I started to wonder if Dragon's Lair would be done with the OM. Well, here is what I found out: - Dragon's Lair isn't really full motion in the sense it uses 24 frames/s or more. The actual footage is around 12 frames/s. From the CV VDP max throughput, and I am going to use 120KB/s here, and considering that a full “graphics 2” screen requires 12KB, we can say that the CV VDP can produce 10 frames/s of full screen video in the best case scenario. - There are many sources of Dragon's Lair footage available, however the best one is the recent Blu-ray release. Previous sources had very faded colors, while the new source is very vibrant and has better contrast. Also, aspect ratio for the new transfer is 1.78:1. That would mean a video resolution of 256x144 when using the CV video. Now, using that resolution would reduce throughput to 108KB/s for a 12frames/s video. Looking good... - So we still have around 40~50KB/s left. Of course image with no sound would be boring, so we also need to add sound in the math. From the MSX scene I know that 15kHz sound is possible with this kind of video using IDE. - And of course some CPU time is required to control game logic, which in Dragon's Lair's case is very simple. So from a theoretical point-of-view everything looks fine. But a very important question remains: how about audio and video quality? - I can tell that 15kHz sampling is pretty descent. - Video is the big question, so here are some samples I produced... While some would argue that quality is pretty bad, from what I saw from the MSX video player, quality gets a lot better once the video gets into full motion. The motion masks a lot of the color clashing. But of course a demo needs to be produced in order to prove that. Considering that the whole game has 19 minutes of footage, I believe that around 165MB would be required for audio and video. Not a problem considering that we would be using CF. Here is an interesting project to be considered in the future... |
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Posted Sat Dec 6, 2008 12:28 PM
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Those shots look pretty good!
I know there are encoders for still pictures, but I can't imagine anyone going through the trouble of encoding every animation frame of Dragon's Lair one by one. If there was a proper tool out there, with some training I could do the video conversion myself and pass the material along to you. Then all you'd need to do is convert the sound/voice samples, and program the video player and game logic that binds everything together. Of course, we'd need a functional prototype of the Opgrade Module to make all this work. But then how would the video streaming work? Would there be a way to send data from the CF directly to VRAM very rapidly? Otherwise, you'd need to upload 500K chunks to the MegaRAM component, and then go from MegaRAM to VRAM. With a throughput of 108K per second, 500K won't last very long... Interesting project indeed, but only with a good video re-encoder. It would make the ADAM version look like a totally obsolete dinosaur! EDIT: Could you post PNG versions of those comparison pics? With JPEGs, there's too much pixel blurring to really appreciate the conversion. This post has been edited by Pixelboy: Sat Dec 6, 2008 12:44 PM |
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Posted Sat Dec 6, 2008 1:26 PM
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Posted Sat Dec 6, 2008 1:54 PM
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Posted Sat Dec 6, 2008 3:01 PM
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Another thing that can make that video clean up quite a bit would be to eliminate the 'dithering'. From my experience, the dithering gives it that speckled look.
Here's a pair of screen caps using a still from DL that I found accompanying a blue ray article. This is by no means scientific, just an example. The image was dropped to an optimised 16 color pallete, then screen-shotted at fullscreen dithered and undithered (1024x768 res) then reduced 50% for posting here. But I hope you can see what I'm referring to on the speckled look... As usual Eduardo, you've blown my mind just thinking about this! |
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Posted Sat Dec 6, 2008 4:33 PM
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Posted Sat Dec 6, 2008 6:42 PM
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Posted Sun Dec 7, 2008 2:47 AM
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Eh, truth is the dithering will be much less noticable in motion... some good info to read up on (which I did AFTER I posted earlier! lol) is at Wikipedia...
http://en.wikipedia.org/wiki/Dithering Hard to make a judgment after reading that until I see it in motion. |
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Posted Sun Dec 7, 2008 5:06 PM
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I think the MSX Dragon's Lair had the same approach as you probably have in mind; converting every frame with its own tileset. Looking at the screenshots, it looks like you also changed the palette (v99x8?).
Another interesting approach is done by Arturo Ragozini. He created a video encoder that does a search for the optimum tileset for a couple of frames, rather than an optimum tileset for a single frame of video. You don't really require that if you take the flashcard as a medium, but it can provide you more cpu time during playback (and dedicate that to eg. sound). Interesting reads about his approach; http://www.msx.org/forumtopic7309.html http://ragozini.googlepages.com/vdpenc |
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Posted Sun Dec 7, 2008 7:43 PM
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I think the MSX Dragon's Lair had the same approach as you probably have in mind; converting every frame with its own tileset. Looking at the screenshots, it looks like you also changed the palette (v99x8?). Another interesting approach is done by Arturo Ragozini. He created a video encoder that does a search for the optimum tileset for a couple of frames, rather than an optimum tileset for a single frame of video. You don't really require that if you take the flashcard as a medium, but it can provide you more cpu time during playback (and dedicate that to eg. sound). Interesting reads about his approach; http://www.msx.org/forumtopic7309.html http://ragozini.googlepages.com/vdpenc Thanks a lot, joyrex. I am going to check that. In the meantime, I created this animated gif, just to see how the final video would look. It's just 5s, but probably enough to show the quality of the video (which isn't that great, btw). I suggest to watch it full screen, from some distance. Perhaps I should try to increase error diffusion, from .25 to .43... More dithering but better colors... |
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Posted Sun Dec 7, 2008 8:41 PM
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Ok, how bout this.....but, Some work involved here...
I used this process back in the day on my Amiga for FMV. Make a static background. Only have the parts that are acutually animated move. This will take alot of work on something like this, unless you can find some ani cells online or on DVD. Or you can redraw the BG as stills and insert the animation over it. Or go with posterize instead of dither.... I still think B&W will work best...you could even add color to dirk....just red/yellow. That will leave you with 14 shades of grey, which is more than enough. to make the video look smoother. |
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Posted Sun Dec 7, 2008 9:07 PM
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Posted Sun Dec 7, 2008 9:32 PM
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Posted Mon Dec 8, 2008 5:32 AM
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Posted Mon Dec 8, 2008 5:52 AM
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(continued from previous post)
But then again, the trade-off would be less distinct animated objects. For example, in the part where Dirk picks up the sword from the crystal, if shades of red were used to reproduce this sequence, the dragon would appear red just like the rest of the picture, and with the two-color-per-pixel-octet limitation, that might look pretty bad... So I guess what I'm saying is that I still believe shapes and textures should be priviledged over precise color reproduction. I mean, look at the ugly dithering on the stone wall behind Dirk when Eduardo's GIF animation begins. There's gotta be a way to improve that... This post has been edited by Pixelboy: Mon Dec 8, 2008 5:53 AM |
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Posted Mon Dec 8, 2008 8:45 AM
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Sorry, Im not trying to be a CV expert, I'm just dropping a few tricks that I used for other platforms I dabbled in years ago.
Very interesting post to me, I love this stuff, makes me wanna get back into the game field! Just throwing some stuff out there to see if it might get somebodies gears rolling! I would love to see what ppl can do with older systems, its truly amazing sometimes. I love the Dragons Lair/Space Ace games too! But my ultimate would be TRON! I will die a happy man if I ever get to see a version of Tron come out for Atari (or any older system) that is close to the Arcade. I did a mock up here. Posted it as a 2600 game but really should of had it as a 7800. http://www.atariage....mp;hl=tron+2600 One day I hope! Good luck with this one guys! |
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Posted Mon Dec 8, 2008 11:13 AM
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I love the Dragons Lair/Space Ace games too! But my ultimate would be TRON! I will die a happy man if I ever get to see a version of Tron come out for Atari (or any older system) that is close to the Arcade. I did a mock up here. Posted it as a 2600 game but really should of had it as a 7800. http://www.atariage....mp;hl=tron+2600 One day I hope! Good luck with this one guys! Eduardo is also a huge Tron fan, and the only thing that's keeping him from doing an adaptation of the arcade game on the ColecoVision is the bulk of other CV projects that have a higher priority. |
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Posted Mon Dec 8, 2008 1:39 PM
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Posted Mon Dec 8, 2008 2:17 PM
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What would that look like on a composite screen? A lot of that dithering will blur together--for better or for worse? Actually RF screen... Good question. I would also say that the colors shown in the screenshots aren't the correct CV colors. The real CV palette is more muted than that. Here is another test: test1 is the original image test2 is the original CV encoded image (same as the first animated gif posted here) test3 has all greens removed. Definition is much better, but the dragon is red... test4 is a mix of test2 and test3. Excellent definition (for the CV), and ok colors test5 is the same as test4 but with some blur applied, trying to simulate the CV RF. I really like this final image. If just the whole movie looked that good... Attached File(s)
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Posted Mon Dec 8, 2008 2:37 PM
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