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ugordan

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About ugordan

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  1. Yes. That was one of assumptions and simplifications I made because it made it easier to code and also another non-trivial factor was a speed optimization. Are you aware of a document I created back in the day? A quick search found it mirrored here http://xhp.xwis.net/...ts/vqp_info.txt You can reverse that bit of pseudocode by instead of reading the next byte, writing into the output file either the [C1][C2] or [C2][C1] combination.
  2. Greetings all. I registered here to add my 2c to this. Most likely a "feature" of the encoder. See below. Technically, a new palette can be set at any time and the game (or any player probably) doesn't mind. However, in order for that to work on the encoding side, the 2000 or so blocks would have to be split and encoded for two different palettes and there's no easy, quick and elegant way for the encoder to determine the best split, quality-wise. As a result, it simply assumes the palette in the first of the frames in the 8-frame sequence is the same one as shared by the other 7 frames. I.e. the encoder only supports palette changes on such boundaries (and only checks for them at that point, IIRC), but there *are* C&C videos where palettes are switched in the middle. The problematic videos here are probably those ones. It didn't occur to me at the time people would want to recode the existing movies again. The only quick workaround I can offer is manually isolating that sequence of 8 frames in the *.pcx set and recalculating them to a single, optimized palette. That will likely drive image quality further down for those 8 frames and you'll end up introducing an extra palette change, but at least it shouldn't be visually as ugly as a bad palette.
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