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RAD Video Tools -> Version History

This is the version history page for RAD Video Tools. You can return to the main page for this software by clicking here.

Index:


Version 1.99n
  • Release Date: Dec 15, 2011
  • Download(s):
  • Added Wii-U support!
  • Added some docs about using BINKFROMMEMORY with local memory when using the SPU on PS3 (there is a speed hit, but only about 30% and you save the system memory).
  • Fixed a problem on PS Vita where thread resources hung around.
Version 1.99m
  • Release Date: Oct 12, 2011
  • Download(s):
  • Fixed a bug on Windows and Xenon where if you started a
  • Bink async thread and immediately closed it, you could deadlock.
  • Added markup to support the upcoming Telemetry version that supports SPU.
  • Worked around a bug in Xaudio, where it would crash if there were no audio devices on the system.
  • Fixed a threading issue in the yuv converter, where the final 8 lines on an all black frame could turn greenish.
Version 1.99l
  • Release Date: Sep 17, 2011
  • Download(s):
  • Fixed a bug where multiple sounds tracks could get out of sync after a BinkGoto.
  • On PS Vita, updated to SDK 1.0 (example code tweaks).
  • Updated the Wii examples to not use GX_CA_ONE.
  • Range check the spu/thread indexes on the async functions.
  • Fixed some 3DS sound skipping issues with certain sound playback rates.
  • Fixed a bug in the still image library where some PNG files would blow up the JPEG decoder.
  • Removed all TLS stuff for PS3 (and just use a hash map) - too many corner cases with the PS3 TLS implementation.
Version 1.99k
  • Release Date: Aug 17, 2011
  • Download(s):
  • Fixed a bug on iOS where the background threads weren't sleeping properly - all iOS users should update.
Version 1.99i
  • Release Date: Aug 11, 2011
  • Download(s):
  • Fixed a bug where the IO thread inherited the stack size of the calling thread, which could lead to rare and hard to reproduce crashes - everyone with 1.99h should update.
Version 1.99h
  • Release Date: Aug 4, 2011
  • Download(s):
  • On Wii, fixed a nasty deadlock when ejecting at the end of a file (thanks to two dedicated testers!).
  • Added some early outs in the IO system, when an IO error occurs.
  • On Xbox, switched to June XDK.
  • On PS3, switched to 360 SDK.
  • On iOS, fixed blitting pitch issue for odd-width Bink videos.
Version 1.99g
  • Release Date: Jul 9, 2011
  • Download(s):
  • Added background decoding on Sony NGP (can use multiple cores).
  • On the Wii, updated the example texturing code to more easily integrate with Iggy.
  • On PS3, fixed an SPU deadlock if your IO was running way behind.
  • Made shutdown slightly faster if an IO was in progress.
  • Fixed a bug in BinkGoto when the destination frame was within 750 ms of the previous key frame and the currently displayed frame.
  • Fixed a bug on the Wii, if when opening a file on a non-divisible-by-32 file offset.
Version 1.99f
  • Release Date: May 11, 2011
  • Download(s):
  • Added Sony NGP support!
  • Added background thread decompression for Wii (lets you decompress in the retrace wait or across multiple frames).
  • Fixed background thread decompression on Mac.
  • Videos without sound will now only catch up to a maximum of 4 frames (before resyncing). This prevents playback from zooming forward if you stop calling Bink for a while. You should still call BinkPause if you are doing this intentionally.
Version 1.99e
  • Release Date: Apr 7, 2011
  • Download(s):
  • Added iOS as an official platform (had been shipping as beta for a long time).
  • The iOS library is now a fat library that contains simulator, ARM 6 and ARM 7 versions.
  • Moved our 3DS support out of secret mode.
  • Fixed a crash on the 3DS where if another system was pumping the DSP sound chip, you could deadlock. Now, in BinkSoundUse3DS, you call tell Bink to service the DSP or not.
  • Fixed an issue where the 3DS wouldn't play sound depending on your thread priorities.
  • Switched to light-weight semaphores on 3DS, since there are only 8 real semaphores system-wide.
  • Added the blend op in the DX10 pixel shader code.
  • On the PS3, insure that all audio tracks are decoded before starting mixing (fixes a problem where occasionally a set of audio track would be started out of phase).
Version 1.99d
  • Release Date: Mar 12, 2011
  • Download(s):
  • On the Xbox, switched to the Feb 2011 XDK for an Xaudio flags change.
  • Fixed a bug in the compressor when setting a hint value on the very final frame.
  • Fixed the MacOS X player so that it can play compiled Bink EXE files again.
  • On the 3DS, moved the sound servicing thread back into Bink (from the user-side code).
Version 1.99c
  • Release Date: Feb 25, 2011
  • Download(s):
  • Added support for negative frame numbers in the Bink compressor - they are offsets from the end of the file. So, a start frame of -1 means start on the very last frame.
  • On the 3DS, remove an unintentional call to NN_LOG (which isn't in the release libs).
  • On Windows, increment the maximum number of queued async frame decompressions to 32 (for Intel's 100's of videos demo).
  • On the Xbox, when under super-heavy system load, avoid the XDK warning message if you incremented a semaphore past it's max.
  • On the 3DS, reset the vertices pointers on every call to draw the textures.
  • On the PS3, dynamically allocate TLS variables so that the Bink library can be used in a PRX.
  • On the PS3, use a bigger priority delta for the background threads.
  • On the Wii, allocate the stack memory for the background threads from the user memory callback.
  • On the Xbox, switched to the November XDK.
  • On the 3DS, switched to the 1.0 SDK.
Version 1.99b
  • Release Date: Jan 20, 2011
  • Download(s):
  • Fixed a bug on Windows machines with more than 32 cores.
  • Updated Bink on NDS to use the same IO layer as all the other platforms.
  • Fixed a bug on the NDS where the first bit of sound would be muted.
  • Fixed a problem in the example program for a secret platform.
  • On the PS3, if you don't use threaded IO and you are decoding on the SPU, then we make sure the disc IO is complete before starting the SPU task.
Version 1.99a
  • Release Date: Jan 5, 2011
  • Download(s):
  • Fixed a crash when playing a movie directly from memory that had no sound.
  • Updated to the latest iOS SDK for the Apple devices.
  • Added volume control to Bink for iOS.
  • Updated to the least SDK on a secret platform and fixed a sound skipping problem caused by this update.
  • Updated to the Xbox November 2010 XDK.
Version 1.9z
  • Release Date: Dec 10, 2010
  • Download(s):
  • Added XAudio 2 support on Windows and enabled it in the RAD Video Tools - now there is an easy way to test your multichannel Binks on Windows 7.
  • Made the Bink player window resizable during playback. Playback also now continues during window drags.
  • Made the Bink player default to playing when it isn't the focus.
  • Fixed a bug where semaphore handles could leak depending on how the Bink IO and sound threads shut down.
  • Clear the sound buffer when using BinkGoto to jump back to frame 1.
  • Fixed a few rare volume issues on Xbox 360.
  • Switched to VC2008 and built with stack frame enabled on Windows (for better release-mode debugging).
Version 1.9y
  • Release Date: Nov 18, 2010
  • Download(s):
  • Added a new support for an upcoming platform - contact Mitch if you need this mystery platform (which we can't announce).
  • On the Wii, added support for the latest IO and sound systems (which are thread based). Threads are awkward on the Wii, but now that we have a good wrapper, we can share all of the fancy IO features from other platforms.
  • Added code to the Wii examples to show how to handle critical IO errors during Bink playback.
  • On the PS3, don't call cellAudioPortStop when audio drops out, since we've had reports of it deadlocking when the system is under severe load.
  • On the Xbox 360, fixed a problem when you didn't set all of the speaker volumes for a track (that is, if you just set the volumes for a subset of speaker outputs).
  • Fixed a bug where audio would be delayed, if you used BinkGoto to jump directly to a key frame.
  • Fixed a bug on MacOS, where the initial file offset when using BINKFILEOFFSET wasn't queried correctly.
  • Moved to the PS3 350 system software.
  • Moved to the Xbox September 2010 system software.
Version 1.9x
  • Release Date: Oct 13, 2010
  • Download(s):
  • Updated the Mac platform to the latest Bink. Dropped all pre-MacOS X versions of the library.
  • Released a new version of the Bink Mac player that supports the latest versions of MacOS.
  • Updated the Linux platform to the latest Bink.
  • Fixed a rare deadlock in BinkGoto.
Version 1.9w
  • Release Date: Sep 18, 2010
  • Download(s):
  • Fixed the new 64-bit file offset stuff for Xbox 360.
  • Fixed a rare deadlock in the global libAudio mixer on the PS3.
  • When possible, made the BinkGoto IO happen on the background thread.
  • Fixed some sound systems not restarting after a BinkSetSoundOnOff.
  • Fixed a problem with multiple sounds tracks on the SPUs.
Version 1.9v
  • Release Date: Sep 2, 2010
  • Download(s):
  • The Bink encoder has been massively tweaked using Telemetry - up to twice as fast on many core machines (4+ cores).
  • Decoder IO system completely rewritten. IO is now done later in pipeline (more opportunity for background IO). And even under starvation conditions, IO happens on the async thread. Better yet, when playing multiple Binks at a time, all IO is co-operatively scheduled. Again, all these optimizations performed using Telemetry.
  • Telemetry integration in the Bink compressor, Bink player, and Bink SDK. More information soon.
  • Multichannel output functions overhauled - the new BinkSetSpeakerVolumes function is cross-platform compatible and replaces the old mix bin functions. Cleaned up Xaudio2, PS3 libAudio, and Miles multichannel output.
  • Added built-in support for PNGs files with alpha - you no longer have to install QuickTime still image support.
  • Bink now allows developers to control whether the background IO and sound threads are closed in BinkClose automatically or not. If you choose not to free them in BinkClose, then free them with BinkFreeGlobals.
  • Removed the non-MacOS-X Mac, Xbox 1, and GameCube build targets.
  • Added new BinkGetPlatformInfo function to obtain internal Bink information (like thread handles).
  • Standard Bink IO source simplified for easier modification (several chunks of functionality moved back into library).
  • Ported the async decompression features to more platforms (PSP, Mac, Linux).
  • Fixed a problem where the Bink tools would warn to check for updates each time you ran them on 64-bit Windows.
  • Added Altivec byteswappers to the PS3 and Xbox360 build (minor speed win).
  • Added the new BinkSetFileOffset function to allow you to set the Bink video position within the file to load (also now 64-bit offset compatible).
  • Exported the BinkFlipEndian32 function to do fast endian-swapping on big-endian platforms.
  • Added a BinkOpenWithOptions function that allows you to specify all of the optional settings at open time (so it is multithread safe).
Version 1.9u
  • Release Date: Apr 28, 2010
  • Download(s):
  • Fixed a rare clicking bug with stereo audio tracks.
  • Fixed an alignment crash when looping movies with unusual frame rates.
  • Fixed a bug when trying to play non-present audio tracks that were specified out of order between two good audio tracks.
  • Fixed some header file dependencies for the new generic x86 build.
  • On the PS3, added code to detect if --strip-mode-normal was not specified to spu_elf-to-ppu_obj.
Version 1.9t
  • Release Date: Apr 16, 2010
  • Download(s):
  • Fixed an obscure crash bug in audio decoder when using a replacement memory allocator.
  • Reduced the memory use on each audio track down even further - saves another 8 KB per audio track.
  • Optimized the SPU DMA audio table copy by 10 KB per audio track.
  • Bink encoder now uses the same table driven FFT routines at the decoder.
  • Shrunk the FFT table memory - saved about 8K in library code space.
  • When possible, use the output buffer for the FFT workspace buffer - this is better for the CPU cache which speeds up audio decompression, especially on slower plaforms like NDS and Wii.
  • Aggregate-allocate all the audio memory, so instead of two allocations per track, there is a single big allocation for all of the tracks.
  • On Windows, set the thread affinity on the async threads to reduce playback variability.
Version 1.9s
  • Release Date: Mar 29, 2010
  • Download(s):
  • Playing multitrack audio now takes about 10 KB less per track.
  • On the consoles, made the FFT audio routines use pre-built tables to avoid the calls to the math libraries.
  • Updated Bink to link with Miles 8 (the new Miles is awesome, btw)
  • Added a hint in the docs to use --strip-mode=normal on PS3 when embedding your SPU images in a PPU object file.
  • On the Xbox, switched to the new February XDK (which comes with a new compiler).
Version 1.9r
  • Release Date: Jan 23, 2010
  • Download(s):
  • On PS3, we switched back to use cellSpursEventFlagWait (you should insure that exitIfNoWork is set to false in cellSpursAttributeInitialize or cellSpursInitialize).
  • On the PS3, upgraded to SDK 310.
  • On Windows, fixed a bug when scheduling async decompression of more than 64 background frames.
  • On Windows, turn off audio rate adjusting for data rates that are exactly 44100 or 48000 or when you are running on a single CPU. This fixes some skipping problems on older machines.
  • On Windows, added a timer option that forces use of timeGetTime instead of QueryPerformanceCounter - to enable it, set the environment variable RAD_USE_TGT to 1 (can be useful as a workaround on old AMD boxes).
  • Fixed a rare divide overflow in BinkGetSummary.
Version 1.9q
  • Release Date: Nov 6, 2009
  • Download(s):
  • Fixed a bug in the PS3 GCM texture example - if your mapped memory allocator doesn't align to 128-byte addresses, then you need this apply this change.
  • Fixed a regression where small Bink files still streamed (even though they could fit in the IO buffer).
  • Made it safe to call Bink from multiple threads using different HBINK handles without using a mutex.
  • Made it possible to change sound providers after you have set one (if there are no Bink files open).
  • Added a BinkSetWillLoop function that tells Bink that you want to loop the video during playback - this lets Bink seek back to the beginning of the file to hide the disc seek hitch when you loop around.
Version 1.9p
  • Release Date: Sep 3, 2009
  • Download(s):
  • Added support for the Nintendo DSi.
  • Rewrote the IO system on the DS and DSi - it saves up to 25% of the CPU. Everyone should upgrade.
  • Sped up the SPU based PS3 decompression for SPURS (uses less SPU and PPU cpu while waiting).
  • Changed the DX9 support on Windows to always use system textures with dirty rectangle updating - this gets better render overlap.
  • Added Bink texture support code for DX10 on Windows.
  • Added Korean documentation.
  • Optimized the initial file loading on all platforms - we now do fewer start up IOs.
  • Dropped Xaudio 1 support on Xbox 360.
  • Added some alignment constraints to speed up file IO on various platforms.
  • Fixed a bug where dirty rectangles weren't being returned correctly.
  • Fixed a rare deadlock on Vista (when a user unplugged USB speakers or headphones during playback).
  • Made the Windows 64-bit player use the 32-bit registry, so that it finds all the 32-bit settings.
Version 1.9n
  • Release Date: Apr 15, 2009
  • Download(s):
  • Built with March Xbox XDK - fixes a sound crash when using an older Bink on the March XDK.
  • Built with the 250 Sony SDK.
  • Built with the Wii SdK 3.2 (patch 3).
Version 1.9m
  • Release Date: Mar 17, 2009
  • Download(s):
  • Fixed a rare bug that would cause the background IO thread to use 100% of the CPU when IO was suspended. If you are loading data while streaming a video, this will greatly help your performance (especially on PS3 which doesn't have a spare core to hide the problem).
  • Switch the MacOS X version of the Bink library to use Unix paths (no more FSSpecs).
  • Fixed the screen vertices on Windows, Xbox and Xenon, so that videos will play properly with bi-linear turned off.
  • Changed the Wii texture code to draw in 32x32 pixel chunks - this almost doubles (!) the texturing speed (better texture cache usage), and it fixes the previous problem of artifacts when scaling a texture (which means the Wii texturing precision problem was in triangle setup and not the texture iterators as I previously suspected). Note that this fix is in WiiTextures.c, which is sample code that you generally integrate into your game, so make sure you merge these changes!
  • Cleaned up the 3D window resizing code in the Windows examples.
  • Added error reporting to the SPU setup code, so you can call BinkGetError to better see what went wrong.
  • Fixed a crash when using BinkMix to remove a track that wasn't present in the input file.
Version 1.9L
  • Release Date: Jan 15, 2009
  • Download(s):
  • Worked around yet another code-gen bug on the Xbox 360 (which led to noisy audio).
Version 1.9k
  • Release Date: Jan 1, 2009
  • Fixed a bug in the new BinkDoFramePlane function.
  • Switched to the November Xbox 360 XDK (with hotfix).
  • Fixed a bug on Windows where the video could play too fast for the first few seconds after a loop.
  • Fixed a linker issue on Win64, where MSS64.DLL wasn't being delay loaded properly.
  • Added SIMD optimizations in the Bink audio decoder for PSP.
  • Switched the latest GCC and to the GCC linker on PSP.
  • Switched to CodeWarrior 1.0 on Wii
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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