SMiTH wrote:Here is a quick test using the 4xm selfboot script v4...
Fight Club Trailer 4xm test:
https://mega.nz/file/QYpGUSyI#JqOGAvix6 ... XbISw-_ID4
source:
video codec: xvid-avi
(viewed in file properties, details tab)
width: 1280 height: 720
datarate: 100000
total bitrate: 101411kbps
fps: 30
audio: 1411kbps, 44 khz, stereo
4xm_comp:
resize width: 320 height: 160
speed: 30fps
data rate: 800000
testing another 4xm with different settings, will post later..
There are 2 version of 4xm player one is the c player it can use Ginsu and the C++ version which can not use it at all..
I have my katana dev and wince set up so we can make changes to the player..
Current every version is set to scalex=640.f/app_handle->width;
scaley=480.f/app_handle->height;
Dont save any thing far as speed using 320x160 this was for space on a retail game..
It still drawing 640x480 to the screen..
Sample player on dreamon is crippled version
config->memory_cache_size=128; // we ask 128 pages (256Ko pre-buffer); default is 1024 only set to 128k pre buffer
Code: Select all
4x Movie player - DreamCast Version
(c) 4x Technologies / 2000
---------------------------------
1 - C
In the directory C, you can find the player working in full C. So, it supports SHC, GNU and MetroWerks CodeWarrior.
To build the SHC or GNU version, open the makefile and change the compiler option, and run gmake on the command line.
To build the CodeWarrior version, go in the subdirectory cw and open the mcp project.
2 - C++
In the directory C++, you can find the player working in full C++. So, it supports GNU and MetroWerks CodeWarrior. But the SHC doesn't work at all.
To build the GNU version, run gmake on the command line.
To build the CodeWarrior version, go in the subdirectory cw and open the mcp project.
3 - Note
The source code of the player is only here to show how the 4xmovie sdk works. You can modify it for your own use.
This thing where using is basic sample of 4xm sdk..