Posts Tagged ‘Urban Runner’

Yearly Update, Part I: ScummVM

Posted in Dark Seed II, Fascination, Geisha, Gob, ScummVM, Urban Runner on December 23rd, 2011 by DrMcCoy – 1 Comment

Well, it’s been a year since you’ve last heard from me, so I thought an update on what I’ve been doing is in order.
As this will be a tad longer, I’ll do that in two parts: This here first post will cover ScummVM-related things, while the next post will talk about eos (which you might not have heard about yet).

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Shallow Beauty

Posted in Gob, ScummVM, Urban Runner on April 29th, 2009 by DrMcCoy – 1 Comment

Well, here’s my final follow-up to the dithering stuff.

I actually grew a bit weary of fiddling with it, so pardon me that this post won’t be long. This will also be my last one about this, too… read more »

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More Beauties to Dither

Posted in Gob, ScummVM, Urban Runner on April 27th, 2009 by DrMcCoy – Comments Off

This is just a quick follow-up to the dithering post.

Firstly: Yeah, it’s kinda late. Unfortunately, I have been busy with RL and didn’t have much time to work on Gob.

Secondly: Sorry Seldon, but I didn’t get much out of your posts. As far as I understood, it’ll only lead to a lookup that’s far too complex for my needs. The point is a bit moot now anyways, as you can see below. But thanks all the same! :)

The actual reason reason for this blog entry is that I did fiddle with the code a bit, though. In some spare minutes, I’ve asked my coworkers/bosses about my problem and they’ve suggested using a more crude approximation of the distance function, namely
ABS(x1 – x2) + ABS(y1 – y2) + ABS(z1 – z2)
This would remove the need for the costly multiplication. Whether it still looks good is a thing to try out. Which I did, and it does. read more »

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Dithering Beauty

Posted in Gob, ScummVM, Urban Runner on December 27th, 2008 by DrMcCoy – 18 Comments

As a start, I’d like to talk a bit about dithering.
When I found out that Urban Runner’s VMD use the Indeo 3 codec for video frame data, I was a bit crushed: The resulting frames are in true color (in the YUV colorspace) and ScummVM doesn’t (yet?) support a true color mode for game graphics — only paletted 8-bit colors.

So at first, to test the Indeo 3 decoder (copied from the great FFmpeg project), I just wrote the frame to files. The results looked, after fiddling a bit, like that: read more »

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