[A82] Re: game graphics compression
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[A82] Re: game graphics compression
I don't know how it performs on a large scale map, but I made a RLE based
algorithm yesterday that allowed me to stuff a 8x20 tilemap into 6 bytes.
I think metroid would favor a RLE based algorithm, since there is alot of
blank space in the middle of the map. Many times a row on the screen just
takes up 2 bytes.
Here is how my algorithm works:
map:
.db <tileID>,<x numTiles> ; way ONE - signifies that the
next X tiles are of type tileID
.db <tileID, bit 7 set> ; way TWO - draw only one
tile of tileID
.db <tileID, bit 6 set>,<numTiles> ; way THREE - draw X total tiles,
consisting of the tile at tileID, and the next tile
; essentialy repeats a 8x16 tile
x/2 times
i can send you the 8x8 tile implementation if anyone is interested.
-harper
ps. this tilemap routine is for a "secret" project, which is an old
nintendo game.
At 03:34 AM 2/21/01 +0000, you wrote:
>hiya, i am starting up work again on my ti82 metroid project
>i need a compression method for graphics with a low ammount of redundancy.
>not ZCP or EZCMP which is all i could find. i need a ratio of 80% (more
>specifically, to be able to stuff 512 bytes into 400)- can anybody help? ive
>tried thinking of my own compression scheme but its too complicated! thanks
>
>- roger
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