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<h1><a href="http://localhost:4000/videobeaux/">videobeaux</a></h1>
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<p>The friendly multilateral video toolkit built for artists by artists.</p>
<p class="view"><a href="https://github.com/schwwaaa/videobeaux">View the Project on GitHub <small>schwwaaa/videobeaux</small></a></p>
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<section>
<h1 id="digital_boss">digital_boss</h1>
<h2 id="description">Description</h2>
<p>Applies a “busted Game Boystyle digital boss” effect to the video — producing harsh bitmap artifacts, limited 8-bit tonal mapping, flicker, false edges, and unstable block transitions reminiscent of corrupted handheld-console graphics.<br />
The effect aims to evoke a glitched, retro, boss-fight visual language.</p>
<h2 id="purpose">Purpose</h2>
<p><code class="language-plaintext highlighter-rouge">digital_boss</code> is intended for creators who want to:</p>
<ul>
<li>simulate broken handheld-console graphics,</li>
<li>add 8-bit or pseudo-Game-Boy stylistic decay,</li>
<li>impose limited palettes, blocky edges, or sprite-like motion,</li>
<li>create glitchy boss-battle ambience,</li>
<li>stylize footage for music videos, live visuals, or retro-digital art.</li>
</ul>
<h2 id="how-it-works">How It Works</h2>
<ol>
<li><strong>Palette Reduction</strong><br />
The image is remapped into a restricted tonal palette similar to classic handheld consoles.</li>
<li><strong>Block Artifacting</strong><br />
Block-based distortions mimic corrupted tiles or unstable frame buffer graphics.</li>
<li><strong>Edge Reinforcement</strong><br />
Contours are emphasized in a way similar to sprite outlines or tile boundaries.</li>
<li><strong>Temporal Instability</strong><br />
Slight flicker or jitter introduces the feel of a malfunctioning digital system.</li>
<li><strong>Encoding</strong><br />
Output uses global Videobeaux encoding settings (codec, CRF, pixel format, presets).</li>
</ol>
<h2 id="program-template">Program Template</h2>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>videobeaux -P digital_boss \
-i input.mp4 \
-o output.mp4
</code></pre></div></div>
<h2 id="arguments">Arguments</h2>
<ul>
<li><em>(No additional program-specific arguments; uses global videobeaux options only.)</em></li>
</ul>
<h2 id="real-world-example">Real World Example</h2>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>videobeaux -P digital_boss \
-i myvideo.mp4 \
-o digital_boss_styled.mp4
</code></pre></div></div>
<h2 id="program-output">Program Output</h2>
<video controls="" preload="metadata" style="max-width:100%; border-radius:8px; margin:1em 0;">
<source src="https://github.com/user-attachments/assets/23958066-f384-4801-9d91-5b2df6081a31" type="video/mp4" />
Your browser does not support the video tag.
</video>
<h2 id="technical-notes">Technical Notes</h2>
<ul>
<li>Compression interacts strongly with this effect — higher CRF may enhance the gritty retro look.</li>
<li>Because the effect uses hard palette steps, gradients may posterize or flicker dramatically.</li>
<li>Best used on footage with strong shapes, characters, or silhouettes.</li>
<li>High-motion content will exaggerate jitter and tile instability.</li>
</ul>
<h2 id="recommended-usage">Recommended Usage</h2>
<ul>
<li>Retro boss-fight sequences or video-game-themed edits.</li>
<li>Concert visuals or projection loops with digital-grunge aesthetics.</li>
<li>Glitch-art animation, collage, and experimental video.</li>
<li>Stylized narrative inserts to break realism.</li>
<li>Layering with <code class="language-plaintext highlighter-rouge">bad_predator</code>, <code class="language-plaintext highlighter-rouge">blur_pix</code>, or <code class="language-plaintext highlighter-rouge">hash_fingerprint</code> for extreme digital corruption.</li>
</ul>
<h2 id="quality-tips">Quality Tips</h2>
<ul>
<li>Lower CRF (higher quality) preserves cleaner tile boundaries; higher CRF increases noisy decay.</li>
<li>Combine with <code class="language-plaintext highlighter-rouge">convert_dims</code> to produce Game-Boy-like square aspect ratios.</li>
<li>Pre-apply <code class="language-plaintext highlighter-rouge">gamma_fix</code> for more even tonal distribution before palette reduction.</li>
<li>If the effect feels too clean, pair with <code class="language-plaintext highlighter-rouge">bad_animation</code> for extra jitter or cadence disruption.</li>
<li>Chain before heavy compression if you want the compression to participate in the aesthetic.</li>
</ul>
</section>
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