Bink Video: Difference between revisions
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Bink is a video codec that purports to use every video coding technique ([[DCT]], [[FFT]], [[Wavelet Coding]], [[Vector Quantization]], [[Motion Compensation]]) under the sun and used in a large number of computer and console games. The video is packaged in custom [[Bink Container|Bink]] files. | Bink is a video codec that purports to use every video coding technique ([[DCT]], [[FFT]], [[Wavelet Coding]], [[Vector Quantization]], [[Motion Compensation]]) under the sun and used in a large number of computer and console games. The video is packaged in custom [[Bink Container|Bink]] files. | ||
Each plane is coded separately. The Y plane is always coded first in each frame. | |||
== Block types == | |||
'''NOTE: This section is incomplete''' | |||
=== 0 === | |||
Copy 8x8 block from previous frame to current frame | |||
=== 1 === | |||
Read secondary block code | |||
(TODO) | |||
=== 6 === | |||
Fill 8x8 block with coded byte | |||
[[Category:Undiscovered Video Codecs]] | [[Category:Undiscovered Video Codecs]] |
Revision as of 16:36, 4 May 2009
- FourCC: BINK (note that some FourCC lists assert that BINK is a FourCC for general-purpose multimedia containers; however, Bink data is always known to be encapsulated in a custom container format)
- Company: RAD Game Tools
- Samples: http://samples.mplayerhq.hu/game-formats/bink/, countless video games
Bink is a video codec that purports to use every video coding technique (DCT, FFT, Wavelet Coding, Vector Quantization, Motion Compensation) under the sun and used in a large number of computer and console games. The video is packaged in custom Bink files.
Each plane is coded separately. The Y plane is always coded first in each frame.
Block types
NOTE: This section is incomplete
0
Copy 8x8 block from previous frame to current frame
1
Read secondary block code
(TODO)
6
Fill 8x8 block with coded byte