Tommo, I’m afraid I don’t understand what are you talking about in your second 
paragraph.

AD Codecs: I tried a few codecs from Windows, MJPEG which I used in the past, 
and then I searched for some lossless codecs. The best one is SCLS, the second 
best is MSUD – they are both from Moscow State University (MSU). You can 
download them for free from their website. SCLS is superior in all aspects – it 
is very fast, it has best compression ratio (by far), it doesn’t need any 
configuration settings. Microsoft video 1 (a standard very old codec which is 
present in all Windows) is also able to compress losslessly the ZX Spectrum 
video, but its compression ratio is much worse compared to MSU codecs. Radius 
Cinepak (another standard old codec from Windows) has very bad picture quality 
and is slow. I also tried MJPEG codecs, but the results weren’t good – it is 
necessary to use the highest mjpeg quality settings, files are quite large and 
the compression process is slow. I didn’t try XVID or other MPEG4 codecs 
because I am sure it would be bad as well. The SCLS codec is fast and produces 
the smallest files, so it is the #1 choice.

Yesterday I recorded 12 minutes of North Star gameplay. SCLS video is 3.75 MB, 
MSUD is 36.9 MB, while other codecs produce much larger files. So it is 
approximately 19 MB per hour, that’s amazing. :-) These values are for full 
resolution with border and 50 frames per second!

It is much worse with audio. In the fact there is no single good codec 
available. I read article on Wikipedia on this topic – unfortunately ACM (audio 
compression manager in Windows) has troubles with variable bitrate (it doesn’t 
support it at all to be more precise). MP3 is pain, OGG is yet bigger pain, 
similarly AC3 or AAC are pain as well. In addition all these codecs are quite 
unsuitable for computer music. My final choice is Microsoft ADPCM, its bitrate 
is 384 kbps (for 48kHz stereo), i.e. 172 MB per hour, and I think the audio 
quality is good. And it is installed in each Windows and also supported by 
MPlayer on all other platforms.
It would be better to create a new custom audio codec, but I rather let the 
files to be big than to use nonstandard codec for audio.
Standard AVI files have got file size limit at 2.0 GB. Normally I can record 
only 5.5 minutes of uncompressed RGB video to those 2 GB at 25 frames per 
second. When I use SCLS, I can go up to 50 frames per second, and still I am 
limited only by the size of audio track. More than 10 hours of uninterrupted 
recording will fit into 2 GB. :-)
Best regards,
Aley Keprt
From: Tommo H 
Sent: Wednesday, March 28, 2012 7:21 AM
To: [email protected] 
Subject: Re: ASCD 0.98 WIP 2 released

Which codec is that, if I may ask?

Something much more fun than dealing with complicated interfaces in a 
platform-neutral manner that I recently experimented with was a GPU-driven 
pipeline for PAL simulation. If I recall, you did a lot of work on SAA 
emulation back in the day, which must give rise to some broadly similar DSP 
sort of topics so have you any plans there?

On 26 Mar 2012, at 10:41, "Aleš Keprt" <[email protected]> wrote:


  I think what you suggest is possible, I had these thoughts too. But currently 
I am quite happy with simple quicksave feature, and there is also history of 
quicksaves stored on disk, so you can eventually revert to any of older saves.
  What you suggest would move the emulator even further to something like a 
movie cutting studio. ;-) But it would also bring more complicated menu/GUI to 
control these features. I personally prefer the quick one, just because it's 
really "quick".

  Currently I have implemented AVI recording. Interestingly, I found a nice 
lossless video codec which can record several minutes of video into just 1.0 MB 
AVI file. :-) Audio track is then much larger than video track, which is quite 
unusual. ;-)

  Aley


  From: Tommo H 
  Sent: Friday, March 23, 2012 1:31 AM
  To: [email protected] 
  Subject: Re: ASCD 0.98 WIP 2 released

  If I dare make a suggestion; what might be nice now that memory is so large 
would be to ditch fast loads and saves (or at least significantly demote them) 
in favour of a simple jog dial. So I'd be able to rewind with, say, frame 
accuracy for the last five minutes, second accuracy for the five minutes before 
that, etc.

  Obviously you'd want to approach the problem similarly to compressed video, 
with key frames and the subsequent few stored as delta differences. If you just 
densely stored the entire state, and pretending it were just the RAM for ease 
of calculation, 50fps for five minutes is 15,000 frames, for a footprint of 
15,000 times 512kb or about 7.3 gigabytes. A key frame each second for five 
minutes is already only 150mb and the delta changes would likely be light.

  If you reduced it to just storing input as deltas (whether things the machine 
inherently reads or things the emulator supplies like disk changes) then they'd 
cost almost nothing at all either to compute or to store.

  Good idea? Bad idea?

  On 22 Mar 2012, at 16:12, "Aleš Keprt" <[email protected]> wrote:


    Thank you very much. It is a bug in emulator – apparently the end of file 
mark is not saved correctly. (One zero byte is missing at the end of the file.)

    And yes, now we are able to finish some games quite easily, for example I 
finished Exolon yesterday. <wlEmoticon-smile[1].png>

    Best regards,
    Aley Keprt


    From: Andrew Gillen 
    Sent: Thursday, March 22, 2012 11:29 PM
    To: [email protected] 
    Subject: Re: ASCD 0.98 WIP 2 released

    Hi Aleš

    Great work on this emulator. I tried it this evening and it plays a mean 
game of Dave Invaders <Emoticon3.gif> and even the demo of Dave Infuriators 
<Emoticon3.gif> <Emoticon3.gif>

    Quick load and save seems to work great but with one small bug (that I'm 
sure you know about already but I thought I'd mention anyway) when I Quickload 
from the Emulation menu it says it fails to load, but actually loads fine. The 
F9 key doesn't offer up the same error.

    Anyway, I might actually be able to complete my own game now without 
resorting to a cheat mode

    Looking forward to further development.

    All the best

    Andrew


    From: Aleš Keprt 
    Sent: Thursday, March 22, 2012 2:26 AM
    To: [email protected] 
    Subject: ASCD 0.98 WIP 2 released

    Hi Sam Users!

    I just released the new version of my emulator ASCD 0.98 WIP 2. It’s still 
“work-in-progress”, but many planned things are already implemented.
    You can download it from my web site www.keprt.cz – click Download, then 
see at the bottom of that page.

    Snapshots are now enabled for use, they are saved to the new file format 
with extension SCS (aka. Sam Coupe Snapshot). The file format is self-described 
in the source code (see file SamSnap.cpp). The new fileformat covers also ZX 
Spectrum 48/128 snapshots, as it is the fileformat used for internal 
Quicksave/Quickload feature. You can also simultaneously write action replay 
recording file and use quicksave/quickload.

    My plan is to add AVI video recording to let people record “walkthrough” 
videos in games. Until this is implemented, ASCD 0.98 won’t reach final state.


    What’s new:
    -----------------

    0.98 WIP 2 - march 2012
    ==========
    * Sam Coupé Snapshots are now public; next goal is to implement AVI video 
file writer
    * The snapshot code is still in development, now supported also for ZX 
Spectrum modes
    * QuickSave/QuickLoad feature now uses new snapshot format in all modes, 
including air recording
    * New file format for OpenAir recordings - files are now a lot smaller
    * Sam: Added printer support (wasn't implemented in Windows version yet) - 
saves to printout.txt
    * Sam: Improved floppy disk drive emulation, SAMDICE doesn't crash anymore, 
although it still doesn't work
    * Sam: Improved mouse emulation code
    * ZXS: Added support for 3x8bit DAC audio based on IC 8255 (ports 
31,63,95,127 - MQM5 works :-))
    * ZXS: Added support for Fullerbox AY audio (it's always turned on in ZXS 
48/128k mode)
    * ZXS: Added ZX Printer support - it saves the prints to zxprint.bmp file
    * Z80: Fixed ADC HL,rr incorrectly setting N flag
    * Z80: Added support for saving .z80 snapshot files (uncompressed 48KB only)
    * Mouse was too fast, so it is set 2 times slower than before
    * Changed contents of a disk images are now saved with a temp filename and 
then renamed back only if no error occurs


    0.98 WIP 1 - march 2012
    ==========
    * First public Win32 version - supports Windows 2000 and later, DirectX 6 
(2D) and Direct3D 9 (3D)
    * MS-DOS version is now officially dropped
    * Updated to Visual C++ 2008 and Zlib 1.2.6
    * Fixed many bugs in the emulation core
    * Fixed Windows related bugs (especially in GUI)
    * Added support for saving .sna snaps (both 48k and 128k)
    * Added many items to Windows menu, but this is still quite incomplete
    * Fixed wrong flash speed (it flashed every 25 frames, now it flashes every 
16 frames)

    Best regards,
    Aley Keprt
    -----------------------------------------
    Mgr. Aleš Keprt, Ph.D.
    private: [email protected], www.keprt.cz
    office: Moravian College / Moravská vysoká škola Olomouc, [email protected]
    -----------------------------------------
    -----------------------------------------
    Mgr. Aleš Keprt, Ph.D.
    private: [email protected], www.keprt.cz
    office: Moravian College / Moravská vysoká škola Olomouc, [email protected]

  -----------------------------------------
  Mgr. Aleš Keprt, Ph.D.
  private: [email protected], www.keprt.cz
  office: Moravian College / Moravská vysoká škola Olomouc, [email protected]

-----------------------------------------
Mgr. Aleš Keprt, Ph.D.
private: [email protected], www.keprt.cz
office: Moravian College / Moravská vysoká škola Olomouc, [email protected]

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