Difference between revisions of "Bink Video"

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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.
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Each plane is coded separately.  The Y plane is always coded first in each frame.
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== Block types ==
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'''NOTE: This section is incomplete'''
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=== 0 ===
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Copy 8x8 block from previous frame to current frame
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=== 1 ===
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Read secondary block code
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(TODO)
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=== 6 ===
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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