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PDASC

Panda ASCII

High-performance terminal ASCII art converter for images, videos, live camera feeds, and retro game emulation

PyPI version Python License

InstallationQuick StartUsageDocumentation


Demo Image

Demo Video

Overview

PDASC transforms multimedia content into colored ASCII art with hardware-accelerated processing. Features include Numba JIT compilation for near-C performance, a custom .asc file format with Zstandard compression for instant playback, GPU-accelerated rendering for web deployment with edge detection support, and retro game emulation display powered by pdretro.

Key Capabilities

  • Multiple Input Sources: Static images, video files, live camera feeds, retro game emulation, pre-encoded .asc files
  • Hardware Acceleration: Numba JIT compilation and OpenGL shader-based rendering
  • Advanced Processing: Customizable character sets from TrueType fonts, adjustable ASCII density and block size
  • Edge Detection: Multi-pass rendering pipeline with Sobel edge detection for enhanced detail preservation
  • Audio Support: Synchronized PCM16 audio in .asc format with real-time streaming
  • Instant Playback: Pre-rendered ANSI sequences with Zstandard compression (5-38× compression ratio)
  • Web Interface: Interactive image converter and GPU-processed video player
  • Emulator Support: Play retro games in ASCII art with keyboard controls via pdretro

Installation

Install with pip

pip install pdasc

Alternative: Install with pipx

pipx install pdasc

Note that pipx requires a C compiler to be installed.

Prerequisites

Required:

  • Python 3.10 or higher
  • FFmpeg (download)

Platform-specific FFmpeg installation:

# Ubuntu/Debian
sudo apt install ffmpeg

# macOS
brew install ffmpeg

# Windows
# Download from ffmpeg.org and add to PATH

Terminal requirements:

  • 24-bit color support (most modern terminals)
  • Test with: printf "\x1b[38;2;255;100;0mTRUECOLOR\x1b[0m\n"

For emulator support:

Quick Start

# Display an image
pdasc play image.png

# Play a video with audio
pdasc play video.mp4

# Stream from webcam
pdasc play camera

# Play a retro game in ASCII (experimental)
pdasc play emulator cores/snes9x_libretro.dll roms/game.sfc

# Encode for instant playback
pdasc encode video.mp4 -o output.asc
pdasc play output.asc

# Launch web interface
pdasc website

# GPU-accelerated web video with edge detection
pdasc website video.mp4

Usage

Commands

play - Display images, videos, camera, emulator, or .asc files

pdasc play <input> [options]

# Examples
pdasc play photo.png -n 70 -b 4          # High detail image
pdasc play video.mp4 --no-audio          # Silent video
pdasc play camera -c 1 -n 32 -b 8        # Webcam with custom settings
pdasc play emulator cores/snes9x_libretro.dll roms/mario.sfc -b 8 -n 32
pdasc website video.mp4 -n 32            # GPU-rendered web video

Input types:

  • Image file path (PNG, JPG, GIF, BMP, TIFF, WebP)
  • Video file path (MP4, AVI, MOV, MKV, WebM, FLV, WMV, M4V)
  • camera for webcam input
  • emulator <core_path> <rom_path> for retro game emulation
  • .asc file path
  • .asc.mp4 file path (GPU-processed)

encode - Convert to .asc format

pdasc encode <input> -o <output.asc> [options]

# Examples
pdasc encode video.mp4 -o video.asc      # Encode with defaults
pdasc encode image.png -o img.asc --no-color
pdasc encode large.mp4 -o out.asc -b 16  # Larger blocks = smaller file

website - Launch web interface

pdasc website [input]

# Examples
pdasc website                    # Interactive image converter
pdasc website video.mp4          # GPU-rendered video player with edge detection
pdasc website output.asc.mp4     # Play existing web video

Options

Option Short Default Description
--block-size -b 8 Pixels per character (2-32, must divide image dimensions)
--num-ascii -n 8 Number of ASCII characters (2-95)
--font -f CascadiaMono.ttf TrueType font path for character generation
--no-color Disable color output (grayscale only)
--no-audio Disable audio playback
--camera -c 0 Camera index for camera input
--output -o ascii_out.asc Output file path
--debug Show FPS and debug info
--port -p 5000 Web server port (website only)

Note on block size: Must be a factor of both image width and height. Common values: 2, 4, 8, 16, 32.

Note on website mode: GPU rendering with website only supports -n parameter, not -b.

Emulator Support (Experimental)

PDASC can display retro games as ASCII art using pdretro, a Python wrapper for libretro cores.

Current Limitations

⚠️ Emulator support is very rudimentary in the current version:

  • Keyboard only: Only keyboard input is supported
  • Fixed keymap: Uses RetroArch default keyboard layout (see below)
  • No customization: Keymapping configuration not yet available
  • Future improvements: Controller support and custom keymaps coming in future releases

Default Keyboard Controls

Arrow Keys       D-pad movement
Z                B button (bottom)
X                A button (right)
A                Y button (left)
S                X button (top)
Q                L shoulder
W                R shoulder
E                L2 trigger
R                R2 trigger
Enter            START
Right Shift      SELECT

Getting Started with Emulation

  1. Download a libretro core from RetroArch Buildbot

    • Example: snes9x_libretro.dll for SNES games
    • Example: mgba_libretro.dll for Game Boy Advance
  2. Obtain a ROM (legally - from games you own)

  3. Run the emulator:

    pdasc play emulator -core cores/snes9x_libretro.dll -rom roms/game.sfc -b 8 -n 32

Performance Tips for Emulation

  • Use -b 3 or -b 2 for 60 FPS on most systems
  • Add --no-color for better performance (reduces processing)
  • Reduce -n value (e.g., -n 16) for faster rendering
  • Close other applications to free up CPU resources

About pdretro

The emulation functionality is powered by pdretro, a headless libretro wrapper I created specifically for programmatic emulation control. It provides frame-by-frame emulation, audio capture, and input handling without GUI dependencies.

Documentation

GPU-Accelerated Video Processing

The web video player uses a multi-pass OpenGL shader pipeline for real-time ASCII art rendering with edge detection, inspired by Acerola's ASCII shader technique.

The core concept works in two stages:

Fill ASCII (luminance-based):

  1. Extract luminance from the input frame
  2. Quantize to 10 discrete brightness levels
  3. Map each level to an ASCII character based on visual density ( .;coPO?@█)

Edge ASCII (edge-based):

  1. Apply Difference of Gaussians (DoG) filter to detect edges
  2. Use Sobel filter to compute edge angles
  3. Quantize angles into 4 directions: horizontal (0°), vertical (90°), and diagonals (45°, 135°)
  4. Determine the dominant edge direction in each 8×8 pixel block
  5. Map the dominant direction to an edge character

The original technique uses a compute shader that dispatches a thread group for each 8×8 pixel chunk, with each thread analyzing edge directions and writing to shared memory to find the dominant edge type. This implementation uses a simplified approach with iterative downsampling passes instead.

Fixed character set: The shader uses 4 edge ASCII characters and 8 fill ASCII characters. This configuration is not user-configurable.

Shader Passes

The rendering pipeline consists of these sequential passes:

Input Frame
    ↓
1. Luminance Extraction
    ↓
2. Gaussian Blur (Horizontal)
    ↓
3. Gaussian Blur (Vertical) + DoG Edge Detection
    ↓
4. Sobel Edge Detection (Horizontal)
    ↓
5. Sobel Edge Detection (Vertical)
    ↓
6. Color/Luminance Packing
    ↓
7. Downsampling Chain (1/2 → 1/4 → 1/8)
    ↓
8. ASCII Character Selection
    ↓
Output Video (.asc.mp4)

Each 8×8 pixel block is analyzed to determine whether to use an edge character (based on edge threshold and direction) or a fill character (based on luminance).

Example (Acerola's original implementation):

Acerola ASCII Example

Note: This example showcases Acerola's original shader.

The .asc File Format

The .asc (ASCII Container) format stores pre-rendered ANSI escape sequences compressed with Zstandard, enabling instant playback with zero conversion overhead.

Storage Characteristics

The format prioritizes playback performance over storage efficiency, typically requiring ~20× more storage than the original before compression. Zstandard compression (level 5) reduces this significantly:

Example (5326 frames, 720p, block-size 4, num-ascii 32):

  • Original H.264 video: 48.3 MB
  • Uncompressed ANSI: 3.62 GB
  • Compressed colored: 722.15 MB (~5× compression)
  • Compressed grayscale: 93.55 MB (~38.7× compression)
  • Audio PCM16: 35.85 MB

Format Specification

Header (24 bytes)

Offset Size Type Description
0x00 4 char Magic: "ASCI"
0x04 2 uint16 Version (currently 2)
0x06 2 uint16 Flags (IS_VIDEO=0x01, HAS_AUDIO=0x02)
0x08 4 float FPS
0x0C 4 uint32 Frame count
0x10 8 - Reserved

Frame Index Section

  • Array of uint32 values, one per frame, storing uncompressed lengths

Compressed Frame Data

  • 4-byte uint32: compressed data size
  • Zstandard-compressed concatenated frames (ANSI strings)

Audio Section (optional)

  • 4-byte uint32: audio data size
  • 1-byte uint8: format (1 = PCM16)
  • 4-byte uint32: sample rate
  • 1-byte uint8: channels
  • Raw PCM16 audio data

How It Works

Character Mapping

The system analyzes TrueType fonts to create optimal character-to-brightness mappings:

  1. Render each printable ASCII character at 48×48 pixels
  2. Calculate average luminance per character
  3. Map characters to quantized luminance values
  4. Create uniform grayscale ramp (e.g., " .:-=+*#%@")

Processing Pipeline

Input Image/Frame
    ↓
Divide into blocks (e.g., 8×8 pixels)
    ↓
Compute average color per block (Numba-accelerated)
    ↓
Calculate luminance: L = 0.2126R + 0.7152G + 0.0722B
    ↓
Map luminance to character index
    ↓
Generate ANSI escape sequence with RGB color
    ↓
Compress with Zstandard (encode) or Render (play)

Numba Acceleration

Core processing loops are JIT-compiled with Numba for near-C performance:

@njit(parallel=True, fastmath=True, cache=True)
def compute_blocks(img, cs, gray_levels, color):
    # Parallel block processing
    # Significantly faster than pure Python

GPU Rendering for Web

Browser playback uses ModernGL with OpenGL shaders (browsers cannot efficiently update thousands of span elements at 30+ FPS):

  • Fragment shader processes each pixel in parallel
  • Converts RGB to ASCII character lookup
  • Applies edge detection for enhanced detail
  • Outputs standard .asc.mp4 video file for smooth browser playback

Performance Optimization

Block Size vs Quality

Block Size Resolution Performance Use Case
2×2 Very High Slower Emulator: maximum detail
3×3 Very High Good Emulator: 60 FPS sweet spot
4×4 Very High Good High-quality images and videos
8×8 High Better Default, recommended
16×16 Medium Best Lower-end hardware
32×32 Low Fastest Very limited hardware

ASCII Character Count

Count Detail Use Case
4-16 Low Artistic effect, retro aesthetic
32-64 Medium Good balance
70-95 High Maximum detail preservation

Best Practices

  1. Real-time (webcam): Use -b 8 -n 32
  2. High-quality images: Use -b 4 -n 70
  3. Video playback: Always encode to .asc first
  4. Web playback: Use website command with GPU acceleration
  5. Storage constraints: Use grayscale (--no-color) for 5-8× smaller files
  6. Emulator (60 FPS): Use -b 2 -n 16 or -b 3 -n 32 with --no-color

Gallery

High-Resolution Image

pdasc play landscape.png -n 50 -b 8

Landscape Example

Real-Time Webcam

pdasc play camera -b 6 -n 40

Webcam Example

Grayscale Art

pdasc play artwork.png --no-color -n 95 -b 2

Grayscale Example

Retro Game Emulation

pdasc play emulator cores/snes9x_libretro.dll roms/game.sfc -b 3 -n 32

Emulator screenshot coming soon

Troubleshooting

Camera Issues

# Error: "Could not open camera 0"
# Try different camera index:
pdasc play camera -c 1

# Linux: Check available cameras
ls /dev/video*

Video Playback

Frames dropping or stuttering:

  • Increase block size: -b 16
  • Reduce ASCII density: -n 32
  • Encode to .asc format first (don't convert in real-time)

Audio out of sync:

  • Always encode to .asc format for perfect synchronization

Emulator Issues

Game running too slow:

  • Use smaller block size: -b 2 or -b 3
  • Reduce ASCII characters: -n 16 or -n 24
  • Disable color: --no-color
  • Close background applications

Input not working:

  • Ensure keyboard focus is on terminal window
  • Try different keys (current keymap is fixed to RetroArch defaults)
  • Check that core and ROM are compatible

Core/ROM not loading:

  • Verify core path is correct
  • Ensure ROM format matches core (e.g., .sfc for SNES)
  • Download cores from official RetroArch buildbot

Terminal Display

Colors not displaying:

  • Verify 24-bit color support: printf "\x1b[38;2;255;100;0mTRUECOLOR\x1b[0m\n"
  • Try different terminal (Windows Terminal, iTerm2, Alacritty)

Display cut off:

  • Maximize terminal window
  • Use smaller block sizes for more content in limited space

FFmpeg

FFmpeg not found:

  • Install FFmpeg and ensure it's in PATH
  • Verify: ffmpeg -version

Out of memory during encoding:

  • Use larger block sizes (-b 16 or -b 32)
  • Close other applications

Block Size Errors

# Error: Block size must be a factor of image dimensions
# For 1920×1080: valid sizes include 2, 4, 5, 8, 10, 12, 15, 16, 20, 24
pdasc play image.png -b 8  # Works for most images

License

MIT License - Copyright (c) 2026 Colin Politi (ColinThePanda)

See LICENSE for full text.

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Made for Intersession 2026

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