H4M: Difference between revisions
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(This format is undiscovered.) |
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* Extension: h4m | * Extension: h4m | ||
* Company: [[Hudson]] ( | * Company: [[Hudson]] / University of Tsukuba | ||
* Website: http://www.chaos.cs.tsukuba.ac.jp/research/index.html (Japanese) | |||
H4M is | H4M is game format that uses AOT (Adaptive Orthogonalized Transform) based vector quantization image compression, RACP (Recurrent AC component Prediction) image compression, DHOM (Descrete Hermonic Oscillator Model) frequency inverter, etc. | ||
* HVQM3 is used on [[Nintendo64]] mario party series. | |||
* HVQM4 is used on [[Nintendo GameCube]] biohazard series. | |||
[[Category:Game Formats]] | [[Category:Game Formats]] | ||
[[Category:Undiscovered Game Formats]] | [[Category:Undiscovered Game Formats]] |
Revision as of 13:49, 19 May 2009
- Extension: h4m
- Company: Hudson / University of Tsukuba
- Website: http://www.chaos.cs.tsukuba.ac.jp/research/index.html (Japanese)
H4M is game format that uses AOT (Adaptive Orthogonalized Transform) based vector quantization image compression, RACP (Recurrent AC component Prediction) image compression, DHOM (Descrete Hermonic Oscillator Model) frequency inverter, etc.
- HVQM3 is used on Nintendo64 mario party series.
- HVQM4 is used on Nintendo GameCube biohazard series.