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Road Blaster (Road Avenger) Demo
Post Posted: Sat Sep 22, 2012 11:01 pm
This is a small experiment I did for playing 64x48 2bpp 10fps videos on the Sega Master System. It crams about 4 minutes of video in about 1MB; I'd recommend running the emulator on a small window, so that it looks slightly less ugly... :P
road-blaster-sms-0.01.zip (1.61 MB)
Road Blaster Demo v0.01

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Post Posted: Sun Sep 23, 2012 11:42 am
That is very cool !

without knowing the source material, I would not understand pretty much anything waht goes on haha :P
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Post Posted: Sun Sep 23, 2012 12:20 pm
Oh, right; I forgot to cite the reference... XD
Basically, I converted the first 4:30 of this video:


Basically, I intended to experiment with full motion video on the SMS, and this video seemed a good test subject... frankly, the end result was simply too ugly to live. Using a separate four color pallete per line gives a slightly better result, but I didn't implement that option on the ROM yet.
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Post Posted: Sun Sep 23, 2012 2:52 pm
Perhaps you could try converting a video that's already low resolution and colour, like this one:
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Post Posted: Sun Sep 23, 2012 6:36 pm
playgeneration wrote
Perhaps you could try converting a video that's already low resolution and colour, like this one:


Yes, it seems to result in at least more recognizable shapes; it seems I still need to improve the color quantizer, though. Thanks for the tip!
junior-senior-move-your-feet-sms.zip (178.54 KB)
Move Your Feet - Demo

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Post Posted: Mon Sep 24, 2012 8:10 am
Seeing the Junior Senior video is actually very inspiring, because you don't actually see smooth animations where so much on the screen is active in any Master System games. I reckon the technology could be used to great effect for homebrew games.

You could experiment with different tiles. For examples making the blocks 3x3 with a one pixel border or a certain rounded aspect may make it more stylish.

How much spare CPU do you have left to play a music track using Mod2psg2?
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Post Posted: Mon Sep 24, 2012 10:30 pm
Bock wrote
Seeing the Junior Senior video is actually very inspiring, because you don't actually see smooth animations where so much on the screen is active in any Master System games. I reckon the technology could be used to great effect for homebrew games.


Yes, even with its limitations, it would still be possible to find some creative use for this video playing routine. :)

Bock wrote
You could experiment with different tiles. For examples making the blocks 3x3 with a one pixel border or a certain rounded aspect may make it more stylish.


Thats a nice idea! I can imagine someone using that to simulate a LED Matrix, or using dithering to hide the contours of the tiles, or some other more exotic look.

Bock wrote
How much spare CPU do you have left to play a music track using Mod2psg2?


Well, I didn't actually measure that yet, but I guess it would be possible: even if the CPU was being used 100% of the time, it would still be possible to reduce the framerate a little, in order to insert whatever additional logic is required.
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Post Posted: Tue Sep 25, 2012 9:31 am
awesome test!
I'll try on my SMS!!
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Post Posted: Tue Oct 02, 2012 12:00 am
Just for a small comparison, I also converted Bad Apple (no music, yet).
bad-apple-sms.zip (271.14 KB)

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Post Posted: Wed Oct 24, 2012 1:33 am
very impressive, though not sure how practical they are on a SMS.
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Post Posted: Wed Oct 24, 2012 10:42 pm
I gotta agree that it's not very practical as it stands now; it was mostly an experiment made for fun. :P
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Post Posted: Mon Mar 09, 2015 11:08 am
haroldoop wrote
This is a small experiment I did for playing 64x48 2bpp 10fps videos on the Sega Master System. It crams about 4 minutes of video in about 1MB; I'd recommend running the emulator on a small window, so that it looks slightly less ugly... :P


Wow! This is so cool. With some tweaks, it would be great. 4 minutes in 1 MB! Nice work.
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Post Posted: Tue Mar 10, 2015 1:19 am
AmandaPratt125 wrote

Wow! This is so cool. With some tweaks, it would be great. 4 minutes in 1 MB! Nice work.


Thanks! ;)

Anyway, there's still lots of room for improvement: the ability to store four minutes of video in such a small space is mostly due to the extremely low resolution. :P

I guess it would still be possible to fake some higher resolutions by generating an optimized tileset and palette instead of fixed ones; also, it's currently just using some simple delta compression; maybe some fancier algorithms could allow it to compress even more.
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Post Posted: Tue Mar 10, 2015 11:02 pm
Here's an idea for your next trick ;)
https://www.youtube.com/watch?v=_yn-rNdYZAY
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Post Posted: Tue Mar 10, 2015 11:47 pm
segmtfault wrote
Here's an idea for your next trick ;)
https://www.youtube.com/watch?v=_yn-rNdYZAY

Cool concept! XD
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Post Posted: Wed Sep 14, 2016 9:24 pm
haroldoop wrote
Just for a small comparison, I also converted Bad Apple (no music, yet).

Very cool!

Just resurrecting this old thread - did anyone ever create an SMS version of the Bad Apple music? That would be awesome!
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