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Socoder -> Blitz -> Extracting Frames

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Tue, 03 Jul 2018, 14:44
spinal
the number its getting stuck on is not always the same, but it is around that number usually. the files are all valid .bmp files.
I'm going to try moving the folder, Helen has suggested it might be a disk error.

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Tue, 03 Jul 2018, 14:51
spinal
Well, would you believe it. That seemed to work... Now to try the full length file again, this might take a few minutes.

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Tue, 03 Jul 2018, 14:57
spinal
You know, I'm more than a little suspicious that it was actually working fine all along, but wasn't updating the screen properly towards the end...

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Thu, 05 Jul 2018, 10:46
spinal
I think I'm contemplating a sort of 'only keep changed squares' method. As I have extracted each individual frame, it should be relatively straight forward to discover a single rectangle of changed pixels between frames, not full on sliding blocks around like mpg does, but if I can make each frames dimensions smaller than full screen, it would read from disk quicker....

On a side note, can blitz play raw sample data from an array or something like that?

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Thu, 05 Jul 2018, 10:48
Jayenkai
Sounds easily doable, but would it be quick enough to process?

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Thu, 05 Jul 2018, 11:47
spinal
On playback or creation? Creation can take as long as it needs to, playback should be as straight forward as drawing the image at an x,y offset instead of 0,0.

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Thu, 05 Jul 2018, 11:57
Jayenkai
Yeah, I was thinking playback. You're going to end up using a lot of ifs to decide whether you should or shouldn't draw the "chunk".. I imagine that would cause a fair bit of slowdown, compared to just "Draw this big screen full of data".

Might work better if you deal in horizontal lines, rather than square chunks.. That might end up being faster... Maybe..!?!

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Thu, 05 Jul 2018, 12:03
spinal
Lines might be faster for playback I guess.
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