Homebrew How to implement MODS video in NDS Homebrew?

  • Thread starter Thread starter JoeySyntax
  • Start date Start date
  • Views Views 1,408
  • Replies Replies 1
  • Likes Likes 1

JoeySyntax

Well-Known Member
Member
Joined
Nov 12, 2020
Messages
112
Reaction score
84
Trophies
1
Age
26
XP
1,195
Country
United States
I browsing through some old topics, and came across a topic which included a tutorial to convert videos to into a Mobiclip format : https://gbatemp.net/threads/how-to-convert-video-to-mods-for-nintendo-ds.602653/

My question is how you would implement the MODS video file in a homebrew project? I'm thinking that it would involve some type of parsing in order to be able to read the file, but beyond that, I'm kind of lost.
 
  • Like
Reactions: NotImpLife
As the file format was intended to be used for DS, it should be created with the hardware capabilities and playback simplicity in mind. Reading and playing a media file indeed requires a decoder. One solution is to try finding a documentation on the format, or look at how others did it and adapt the idea to fit your needs. For example, this repo gives a clue about the file header and how to decode video/audio data: https://github.com/Gericom/MobiclipDecoder. As far as I can see, the audio that is PCM16 or ADPCM could be natively played as is without any more processing from you (not sure what FastAudio is though). The frames maybe require some decompression before writing them to VRAM idk. All you need is to figure out which data comes where and you'll be fine. I might also look deeper into the problem in the future because it looks interesting, but I don't promise anything.
 

Site & Scene News

Popular threads in this forum