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Version 1.9i
- Release Date: Nov 3, 2008
- Added SIMD versions of the Bink audio decoder for MMX, SSE, SSE2, PS3 VMX, Xbox 360 VMX, and Sony PS2. The Bink audio decoder is already really fast (usually less than a few percent on most platforms), but it's now faster still.
- Added the new BinkDoFramePlane function which lets you decompress specific planes of a video frame (like just the alpha, or just the Y).
- Added support for Miles 7.2d and up.
- Fixed two bugs in the Nintendo Wii GPU color conversion sample code. The first bug would draw your movies too bright (blacks would be slightly gray). The second bug selected three indirect stages instead of two, so game state could be incorrectly inherited. These bugs were fixed in wiitextures.c which is supplied in source form, so be sure to update the copy in your game.
- Fixed a bug in the Wii audio code where very long movies (around 8 minutes) would start to fall out of sync.
- Fixed sync problems for all Windows sound providers (DirectSound, waveOut, and Miles) where newer sound chipsets (most motherboard sound chips) that have a natural sample rate of 48000, will play non-48K audio (like 44100 Hz) at the incorrect rate (like 44130 Hz). This slight clock difference slowly leads to sync problems in longer movies. We now measure the sound rate and slowly compensate the video to match. It's amazing that in 2008 we are still having these problems.
- On the Nintendo DS, added the embedded middleware notices.
- On the PS3, added vectorized sound mixing in the hand-off to libaudio. This is one of the few tasks done on the PPU and it only uses about 1%, but, in any case, it is now about 3.5 times faster.
- Switched the PS2 example code to use GPU color conversion. This uses about half the dynamic memory during playback and doubles the amount of CPU that Bink can use for decompression. This means you can now playback much higher quality Bink movies on PS2. Since this technique is so much better, we removed the software blitters to save another 32K in code space. You can still use the old Bink library, if you don't want to update to the new technique (but there's no reason not to switch).
- Fixed a bug on the Xbox 360 and Win32, where if you were playing two videos simultaneously on one background hardware thread, only one video would be advanced.
- Fixed a bug in the DirectSound code, where long thread delays during playback would play the previous contents of the audio buffer (leading to looping audio), instead of silence.
- Fixed a bug on the Xbox 360 where you could get an XAudio 2 assert if you changed the master volume of a mono track.
- Updated the analysis window with more modern data rate target graphs.
- Added Smacker 4.2d to the RAD Video Tools.
Version 1.9h
- Release Date: Jun 6, 2008
- Made the RAD Video Tools use registry for settings, so that the 64-bit player can see the 32-bit settings.
- On the PS3, fixed a bug in the GCM example code where the SPU decompression would fail on movies that had a non-divisible-by-32 width.
- Shrunk the stack sizes on the PS3.
- Fixed a bug playing ancient Bink files on single CPU machines.
Version 1.9g
- Release Date: Apr 10, 2008
- Added support for XAudio 2 on the Xbox 360.
Version 1.9e
- Release Date: Feb 15, 2008
- Fixed a bug in the Xbox 360 mixbin code, where volume would behave oddly.
Version 1.9d
- Release Date: Feb 8, 2008
- Fixed a bug in the PS3 SPU code when playing multiple audio tracks (5.1 or 7.1 audio).
- Fixed a silly bug in the PS3 example code where the example would crash if it couldn't find the Bink SPU elf.
- Fixed a bug in the Windows Miles integration code where stereo audio tracks might not play in the rear speakers correctly.
- Always allocate two video buffers, even if the file contains all key frames. This allows us to properly use async decompression on these file (async requires two buffers).
- Fixed a distribution problem where the latest Win64 Bink player wasn't being included in the RAD Video Tools.
- If you request alpha channel support, and the input movie doesn't have an alpha channel - we just turn off alpha in the Bink file (rather than encode an all-zero alpha plane). Also added an option to override the "no alpha channel present" warning.
- When running on Win64, the RAD Video Tools now calls the 64-bit player automatically.
Version 1.9c
- Release Date: Jan 16, 2008
- On the Nintendo DS, fixed a bug with videos that had very little data changing from frame to frame.
- Updated the documentation of BinkStartAsyncThread for SPURS tasks.
- Built the PS3 version with system software 210.
Version 1.9b
- Release Date: Dec 13, 2007
- Added pre-written SPURS task and RAW support libraries for the PS3 SPU asynchronous decompressor.
- On SPURS, allow the audio codec to be swapped out to make more room when decompressing 1080p movies.
- Wrote SIMD SPU audio decoder routines (which lowered the audio decompression time on the SPU by 25%).
- Preload a little more data on the SPU routines to get better overlap (which allowed me to shrink the overall memory footprint a bit).
- Switched a bunch of temporary buffers to the stack with alloca on Windows, Xbox 360, PS3 and SPU. This usually lets us load higher resolution movies in tight memory situations.
- Return from BinkNextFrame and BinkGoto if there is an asynchronous decompression already in progress.
- Fixed an IO buffer problem on the Wii, that would cause very small Binks to fail to load.
- In the RAD Video Tools, try using our built-in file readers for TIFF and JPEG before trying QuickTime - this is much faster.
- Improved the Xbox 360 mix bin support code, so that you can modify the speaker mix during playback.
- Switched to the November Xbox 360 SDK.
- Fixed a bug where ancient Bink files (created before January 2000) would play incorrectly on multi-CPU boxes.
- Fixed a filename length overrun when creating Bink files in very deep file paths.
Version 1.9a
- Release Date: Nov 6, 2007
- The big asynchronous decompression release! Bink now supports built-in background decompression on Windows, Xbox 360 and Sony PS3 (using SPUs). All of this is done super cleanly, it requires very few code changes, and you don't have to do any direct multi-threaded coding at all.
- Added SPU decompression support on the PS3 - Bink now takes no PPU time at all! You can play up to ten 1280x720 on the six SPUs at the same time, or up to 36 640x480 movies simultaneously! The PS3 is really fast when you can harness the SPUs.
- Added support for background decompression on Windows. All games should use threaded decompression now - it is faster even on single core CPUs (because the blitting takes place concurrently with decompression). The standalone Bink Player has also been threaded.
- Dropped the requirement to do a Sync_Bink_textures on Xbox 360, PS3, and Wii. We now do the cache flush ourselves in the codec (which is faster).
- Added some clean-up code to the Draw_Bink_textures function on Wii, so that the GX API isn't left in such a weird state.
- Added a FrameChangePercent field to the Bink structure, so you don't have to calculate it with the BinkGetRects function.
- Added some optimizations on Xbox 360, PS3 and Windows 64. Cartoon style videos are up to 15% faster.
- Added support for background decompression on the Xbox 360.
- Fixed the sound sync on PSP after resuming from a paused state.
- In creating the SPU version, cut the library code/static data size by about 20K on all platforms.
- Put more runtime temporary data on the stack - this saved about 26K of data previously allocated in BinkOpen.
- No longer allocate the delta mask plane unless you call BinkGetRects or BinkCopyToBuffer - otherwise we save another 8K or so.
- Added the total video time in the file info window.
- Show the video name in the Bink Player window.
- Added support for Miles 7.1b.
- Switched to the August Xbox 360 SDK.
Version 1.8x
- Release Date: Aug 13, 2007
- Fixed a problem in the Bink file header validation where partially compressed Bink files would be seen as corrupted. This meant you couldn't preview Bink files while they were still compressing in the front-end tool.
- Added more bulletproofing to the audio frame reader to handle additional corrupted input Bink files.
- Switched to the 1.90 PS3 SDK, and built with GCC 4.11. The new GCC is terrific - it sped up decompression on the PS3 by 10%!
- In the Bink compression tool, added an option to apply the alpha pre-multiplication before compressing. Pre-multiplied alpha gives better quality, it filters better, and it's faster - everyone should use it. Also, added an option to use pre-multiplied alpha during filtering (like resizing) and then convert back before compression.
- Updated the examples on all of the platforms to allow you to specify whether you used pre-multiplied alpha.
- Updated the PS3 GCM example to included a simple manager for mapped memory.
- On Xbox 360 and PS3, rewrote the pixel shaders to be more efficient (although the GPUs are so fast on these platforms that it doesn't matter much).
- On Windows, rewrote the 2.0 pixel shaders to be more efficient, and added an optional pixel shader 1.1 path to run on older DX8-class hardware.
- On Wii, changed the example code to take into account as much information about the Wii texture iterators as is public to minimize resampling errors when scaling a Bink video texture. It's always best to try to play the movies at 1 to 1, though, since it seems impossible to remove all possible scaled sampling errors.
- On Wii, fixed the pause feature so that it resumes the audio tracks immediately. Previously, it could take up to 700 ms for the audio to begin when you paused and then resumed audio.
- Fixed a problem in the front-end tools, where filenames in a list file had to be less than 128 characters long.
Version 1.8w
- Release Date: Jul 16, 2007
- Wrote new optimizations for Xbox 360 and PS3 that give around a 5% speed improvement.
- Fixed an overflow bug where Bink movies around the 400 MB range might be preloaded rather than streamed.
- Fixed a bug on the PS3 where a small amount of audio could be dropped at the beginning of playback if the system was under load.
- Added more bulletproofing when reading the Bink header.
- Fixed a bug on Wii and GameCube where very small files (and preloaded files) using a file offset wouldn't open.
- Added new documentation describing best practices for handling critical errors on each of our platforms.
- Made 8-bit audio tracks play on Wii, PS2, PS3, and PSP. Note that you should normally use 16-bit audio, since 8-bit input is simply scaled up to 16-bit anyway.
- Compiled the Nintendo DS SDK to allow it to be called from 32-bit or 16-bit code.
- Fixed a bug where the Bink player wouldn't clear the bottom of the playback window, if the window was scaled.
- Made the File Info button show up to 256 tracks in a Bink file (it previously only showed 8).
Version 1.8u
- Release Date: May 24, 2007
- Bulletproofed the video and audio decoders against bad input file data - Bink can play right through any data corruptions now.
- Changed the frame skipping logic to handle playback at incorrect fixed frame rates more smoothly. Playing an NTSC movie on PAL device will be much nicer now, for example.
- Worked around three, count 'em, three code generation bugs with VC 2005 that were causing the RAD Video Tools to exit.
- Increased a few of the internal buffer sizes to handle super long filenames.
Version 1.8t
- Release Date: May 12, 2007
- Changed the default video blitter on Windows to DIBSection. DirectDraw is becoming less reliable and modern machines are more than fast enough to use DIBs.
- Fixed a very rare compression issue when compressing with alpha planes (which also improves alpha quality).
- A bunch of changes under the hood of the Bink audio compressor.
- Bink decompression could previously only open 8 tracks per Bink due to a stupid bug - you can now open 64.
- Added restrict to many of the internal decoder pointers so that RISC compilers can do a bit better optimizing.
- Added an option for pure mono out on the Wii.
- Fixed the Bink version info so that it shows up on Vista correctly.
- Added internal SSE versions of memcpy, memmove and memset on Win32.
- Put a few of the small global allocations into a fixed pool to avoid fragmentation or remnant allocations (especially for PS3).
- Updated to the PS3 1.60 SDK.
- Updated to the Xbox 360 April SDK.
- Updated to the Visual Studio 2005 on Windows.
- Updated to the Wii 2.4 patch 3 SDK.
- Renamed a few of the fft math routines to avoid conflicting with other middleware.
- Fixed a few of the example programs for the PS3 for SDK 1.60.
- Forced the first Bink frame to always be a key frame (avoids surprises if you use the compression hint window incorrectly).
Version 1.8s
- Release Date: Jan 28, 2007
- On the PS3, added GCM library example code - now you can get Bink running with a GCM based game almost immediately.
- Change the PS3 library to free the background threads when you call BinkFreeGlobals instead of when you close the last Bink file. This lets you run Bink on other threads without having to worry so much about thread shutdown deadlocks.
- Made the PS3 examples using cellFs directory functions to avoid a memory link in the C runtime library directory functions.
- Rebuilt the library for version 2.4 of the Wii system libraries. If you are using 2.4, then you must upgrade to this version.
- Added some docs about handling the home button on the PSP.
- Fixed the DX9 pixel shader example code for Windows so that it sets the vertex declaration each frame instead of at setup time.
- Made the tools handle the maximum length Windows file names.
- Changed the way Bink handles small delays (60 to 400 ms) during playback - avoids a very rare pathological case where Bink would keep skipping frames, thinking it was lagging behind the audio.
Version 1.8r
- Release Date: Dec 3, 2006
- Fixed a very rare bug in the threaded IO provider that is used on Windows, Xbox 360, and PS3. If you are using one of these platforms, you must update.
- Fixed a problem where a mono sound track couldn't be spacialized to the back right speaker on Xbox 360. Stereo tracks worked fine.
- Fixed a problem in the simple Win32 3D example where the second frame was always skipped.
- Fixed a bug on PS3 and PSP where file IO errors weren't being detected properly, leading to a crash on media eject - updating is required.
- Updated the PS3 library and examples to the 096.002 SDK.
- Updated to the Xbox 360 September XDK build.
Version 1.8r
- Release Date: Oct 6, 2006
- Fixed a very rare bug in the threaded IO provider that is used on Windows, Xbox 360, and PS3. If you are using one of these platforms, you must update.
- Fixed a problem where a mono sound track couldn't be spacialized to the back right speaker on Xbox 360. Stereo tracks worked fine.
- Fixed a problem in the simple Win32 3D example where the second frame was always skipped.
- Fixed a bug on PS3 and PSP where file IO errors weren't being detected properly, leading to a crash on media eject - updating is required.
- Updated the PS3 library and examples to the 096.002 SDK.
- Updated to the Xbox 360 September XDK build.
Version 1.8q
- Release Date: Sep 13, 2006
- Fixed a silly bug where the batch editor window wasn't popping up.
- Fixed a bug in the optional VRAM allocator in the PSP SDK (not sure if anyone actually uses this).
- Fixed a bug in the 360 SDK where pausing and resuming a Bink would put the audio tracks slightly out of phase.
- Made file IO a little more efficient on files with a data rate less than 128KBps.
- Fixed an IO problem when reading from the very end of a file that had a data rate of less than 128KBps.
Version 1.8p
- Release Date: Sep 7, 2006
- Added a new video texturing example for the Wii that uses the GPU to do color conversion (for video texturing).
- Updated the GameCube SDK to also use GPU based color conversion and removed the old software blitters (which saves a bunch of runtime memory).
- Fixed a problem where the JPEG library would infinite loop if it attempted to open some types of PNG files.
- Fixed a regression bug in the 16-bit blitters on the NDS.
- Removed the CRT library from the Bink tools and DLL on Win32 - saves about 60K in the player and DLL.
- Updated the Japanese Bink SDK manual to the latest version of the docs.
Version 1.8o
- Release Date: Aug 10, 2006
- Added a Nintendo Wii version of Bink!
- Fixed a bug when importing resized TGAs with an alpha channel.
- Changed the Windows, Mac, Xbox, 360, PS3 and PSP IO functions to stay on aligned file offsets when reading. This can make the data reading faster, since the OS doesn't have to break up each IO into multiple chunks (especially good for the Xbox and Xbox 360).
Version 1.8n
- Release Date: Jul 23, 2006
- Fixed a crash in the Bink compressor when compressing a file with an alpha channel to very low data rates.
- Fixed a bug where the X and Y offsets were being ignored when importing a file with an alpha channel.
- Fixed a rare, nasty crash in several of the RAD Video Tools when memory returned from the system was oddly aligned.
- Added PSP support for the system simple audio library (and made the example use it).
- Fixed a thread handle leak on PSP.
- Fixed the global audio buffer memory being leaked on PSP.
Version 1.8m
- Release Date: Jul 17, 2006
- Added a Sony PSP version of Bink! The PSP SDK is available immediately.
- Fixed a mutex locking bug on the PS3 that would lock if you played two movies in a row on a background thread.
Version 1.8L
- Release Date: Jun 24, 2006
- Added a Sony Playstation 3 version of Bink! The PS3 SDK is available immediately.
- Changed a D3D setup flag in the Windows 3D examples that was preventing ATI 1900 cards from rendering.
- Updated a few of the Xbox and Xbox 360 examples to play lumpy data rate movies more smoothly.
- Added details in the Bink docs about the Bink cross platform pixel shader blitting API (supplied in BinkTextures.h). This API automates pixel shader blitting on Windows, Sony PS3, Xbox, and Xbox 360.
Version 1.8k
- Release Date: May 7, 2006
- Added a Mac Intel version of Bink. SDK is available immediately, and a Bink player for Mac Intel machines can be downloaded from our website.
Version 1.8J
- Release Date: May 4, 2006
- Added a Win64 version of the Bink player. You can even compile to Win64 video EXEs. On Win64, playback is about 15% faster than the 32-bit version of Bink. A beta Win64 SDK is also available. Thanks to AMD for their kind support of this porting effort!
- Added new DirectX 9 pixel shader example code for Win32 and Win64. Pixel shaders are the fastest and highest quality method to display Bink videos. If you are using Bink in a 3D game on Windows, you should definitely update and use the new pixel shader example code.
- Fixed some stuttering when closing and re-opening the cover of a Nintendo DS. You must call BinkSetSoundOnOff around the close and re-open.
- Fixed the 5.1 speaker channel settings on Xbox 360 for newer versions of the XDK.
- Sped up the loading of single image series from a network drive (sometimes massively).
- Fixed a crash when using an offset to crop on a single image series.
- Cleaned up and simplified the Windows 3D texture examples.
Version 1.1c
- Release Date: Jul 29, 2001
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