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Acorn Arcade forums: Programming: Efficiency of squash module
 
  Efficiency of squash module
  (13:23 28/1/2001)
  johnstlr (14:56 28/1/2001)
    andrew (15:22 28/1/2001)
      johnstlr (16:21 28/1/2001)
 
andrew Message #4727, posted at 13:23, 28/1/2001
Unregistered user I'm thinking of making a program to display a series of 24-bit colour frames of an animation. I'd like to be able to compress the graphical data and then decompress as the animation was running. Does anybody know if the squash module is sufficient for this?
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johnstlr Message #4728, posted at 14:56, 28/1/2001, in reply to message #4727
Unregistered user I doubt it could decompress the images fast enough. It might be better to look into delta animation techinques whereby you only store the differences between frames and then draw them back.

Unless you're going to decompress the animation before playback.

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andrew Message #4729, posted at 15:22, 28/1/2001, in reply to message #4728
Unregistered user I suppose that's best because the main reason I would want to compress them is because of the size making storing in memory wasteful or impossible.
I suppose there are a number of options to get around this e.g partial loading of source.
But how does Replay achieve this? I thought it used compression.
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johnstlr Message #4730, posted at 16:21, 28/1/2001, in reply to message #4729
Unregistered user It does use compressoin and it's very clever but you do need a powerful machine to play at a high resolution at full screen. Also at the end of the day Replay is only storing the differences between frames. What it does is more complex than just noting pixels that have altered but it's the same idea (another one it does is see if part of the scene moves at a constant rate, then it can play it back by just storing it's velocity)
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Acorn Arcade forums: Programming: Efficiency of squash module