wow so interrupts are disabled during loading - i guess they woudl be
that makes sense - that was why the masterbasic audio routine sort of
slowed down during loading stuff then!

On 31/05/2011, Leszek Chmielewski <retr...@gmail.com> wrote:
> Yes, but it will produce "jumps" between Frames and interlacing will also
> stop when loading (loading will switch the interrupts off) unless you code
> own loading routines. And again: Delta method will decompress on the fly,
> unless you are talking about decompression of additionaly compressed delta
> chunk.
>
>
> 2011/5/31 Roger Jowett <rogerjow...@gmail.com>
>
>> so interlaced video could just display the same two frame for any
>> number of frames until it had loaded or decompressed another tow
>> frames...
>>
>> On 30/05/2011, Leszek Chmielewski <retr...@gmail.com> wrote:
>> > That is how delta compression (in Retro-X) works. It stores the
>> difference
>> > between two screens in s interleaved sequence of unchanged and changed
>> byte
>> > sequences (omniting 1 and 2 unchanged bytes so save more space and gain
>> > speed, so copy them to screen even if unchanged).
>> > You can store e.g.:
>> > 50 bytes are unchanged, so skip these 50 bytes by increase pointer of
>> > current screen adress by 50
>> > 14 bytes are changed, so copy these 15 bytes from memory to screen
>> > 96 bytes are unchanfged, skip!
>> > 67 bytes are changed, copy...
>> > You can see, it is primitive, but allows to store many frames if there
>> are
>> > only small differences. You even do not need a flag byte becaues it is
>> > always the same sequence: Skips with size data and blits with size data
>> and
>> > bytes data.
>> > I wrote a decoder for Spectrum only (allowing ca 50 fps if the frame
>> > size
>> is
>> > below 2 kb), but I cannot code that good on SAM in Assembler, with all
>> the
>> > bank management. I think, the SAM can display 50 FPS Delta animations
>> with
>> > frame size of 3 KB (166 Frames stored on SAM 512=3.25 seconds animation
>> at
>> > 50 FPS) or 6.5 Seconds at 25 FPS. At 10 FPS (still fluid, 16,5) Seconds
>> can
>> > be stored)
>> >
>> > Best regards
>> > LCD
>> >
>> >
>> >
>> > 2011/5/30 Stefan Drissen <stefan.dris...@gmail.com>
>> >
>> >> All you need are the differences (without compressing anything).
>> >> Instead
>> >> of
>> >> saving raw screen$ data, you generate the difference between two frames
>> as
>> >> optimized machine code that only updates the screen addresses that need
>> >> updating. There is a tipping point at which it would be quicker to
>> simply
>> >> refresh the entire screen. You may also want to insert entire screen
>> >> refreshes every X frames to allow a fast forward.
>> >>
>> >> This cannot be that difficult.
>> >>
>> >> Regards,
>> >>
>> >>
>> >> Stefan
>> >>
>> >> -----Original Message-----
>> >> From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no]
>> On
>> >> Behalf Of Roger Jowett
>> >> Sent: zaterdag 28 mei 2011 01:56
>> >> To: sam-users@nvg.ntnu.no
>> >> Subject: Re: Loading stuff from machine code with the ROM functions
>> >>
>> >> ok this is it my last daft email to the gang of 4!
>> >> please
>> >> as i dont have a clu
>> >> if masterbasic compresses a screen when it saves it
>> >> what would happen if you take two screens from my animation
>> >> if you compress them both and look at teh two compressed screen fils
>> >> surely the difference between teh two comrepssed screens is teh tiny
>> >> onscreen difference between one screen$ and teh next - no i didnt
>> >> think so either but still clutching at straws is fun
>> >> surely once you have decompresed teh first screen the rest only really
>> >> need to be the tiny differences that are made to that first image
>> >> though
>> >> i realise ol z80b is sturgling to get 4kb into video ram and that is
>> >> jsut with copying not reading from a port whichshe has to do to read
>> >> teh atom
>> >> is there no other way of ziping things up a bit please?
>> >>
>> >>
>> >
>>
>

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