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Confirmed to be landing in Chrome 59.Mister Wu said:Guys, it has been a long wait, but finally APNG on Chromium is happening!
Not only that, builds are being tested for Android as well (although I don't know if a successful Trybot build will immediately lead to it being built for the next Android update as well).
This confirms that it is indeed coming to all Android versions with Google Chrome, and Opera as well. Good to know that! Now, there's only Edge and a very problematic issue with ImageMagick being maintained by the guys who work on libPNG (who don't want to implement support for APNG due to its use of the .png extension for backward compatibility).Lakituthequick said:Confirmed to be landing in Chrome 59.Mister Wu said:Guys, it has been a long wait, but finally APNG on Chromium is happening!
Not only that, builds are being tested for Android as well (although I don't know if a successful Trybot build will immediately lead to it being built for the next Android update as well).
Chrome 58 released last week. There is usually about 1,5-2 months in between versions, so I expect 59 in mid-to-late June.
Well, it only affects resized images, and large images shouldn't really be animated anyway, so if we simply don't use APNG's that are bigger than intended it then it won't be that big of a deal.Mister Wu said:This might be a serious issue, as the developers of ImageMagick have no intention of supporting APNG altogether (not even with the .apng extension is it currently supported). Any idea on how to overcome this?
Billie Holiday said:Isn't it part of a copyright condition, that any sound clips we use must be of inferior quality to the original?
Okay, guys, maybe one of you can help me do a little sleuthing.
Back in 2010, GameTrailers (remember them?) released an YouTube video of Donkey Kong Country Returnsspecifically, early gameplay footage of Rickety Rails. It started with a CG graphic of the "camera" swooping into the E3 convention center, then transitioned to a direct feed of someone playing the level.
But here's the thing that's been driving me nuts: the music from that video is not in the final game. It sounds nothing like the tune that actually plays in the first part of Rickety Rails (before you enter the cave and get in the mine cart). All the sound effects were there, so it wasn't some tune that the GT guys threw over the footage.
I want to find that tune, dammit.
I can still hum it. At first, it had a slow tempo, an "awestruck" kind of feel, and some clanging bells in the background, but then it transitioned into something faster and more "adventurous." The closest thing I can compare it to (at least the first part) is Ruins from Kirby 64, except not as solemn.
Because WAV, similar to BMP, is completely compression-less which means that for decent quality the file size gets large really fast.Baby Luigi said:I'm not exactly sure why .wav isn't supported, though. I know that format has royalties but it's annoying to jump an extra hurdle to convert .wav to .ogg for wiki use.
Glowsquid said:I found the video you linked to but it's not what the person was describing.