Got the timing working. Problem is that now it's running slowly enough for me to see artifacts. *sigh*. It's easier to fix them when your program outputs every frame as a bmp. Maybe I'll get scummvm doing that...
What kind of artifacts do you mean? When reverse-engineering the VDX files, I noticed that in some (relatively rare) cases tiles are "wrong" (as in "rotated" or "flipped"). These mistakes already exist in the original game, however. I assume that the video encoder tool used to create the delta frames had some bug, or there might be an error in the colour map table.
No, these aren't there in the original. Using the tools I wrote in C I've extracted all the frames to all the movies (hooray for moderm huge hard drives :-), and they're not there then. Still, that means that the code I have written in C work, so it shouldn't be *too* hard to find the problem...
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What kind of artifacts do you mean? When reverse-engineering the VDX files, I noticed that in some (relatively rare) cases tiles are "wrong" (as in "rotated" or "flipped"). These mistakes already exist in the original game, however. I assume that the video encoder tool used to create the delta frames had some bug, or there might be an error in the colour map table.
No, these aren't there in the original. Using the tools I wrote in C I've extracted all the frames to all the movies (hooray for moderm huge hard drives :-), and they're not there then. Still, that means that the code I have written in C work, so it shouldn't be *too* hard to find the problem...
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