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User Comment Submitted by Oswald on 16 February 2015
so if you dont skip not changing data how is 0 cycle depack possible ? | User Comment Submitted by Skate on 16 February 2015
i had a quick peek. as far as i understand you don't compress the data at all. you find common pieces, make tables of them and make the collage out of them.
pros:
* i can't tell if it's the fastest possible but it sure is very fast.
* each frame takes same number of cycles to decompress.
cons:
* may not work well with higher resolution, more complex scenes or multicolor.
i might be completely wrong. as i said i just had a quick peek at the code. most of my comments based on coder feelings. :) | User Comment Submitted by Sokrates on 15 February 2015
Currently the method is not for public, sorry. But if there is an interesting use-case (e.g. if you need just some more memory for your game or demo during runtime) I can do some calculations. Just contact me. | User Comment Submitted by Dr.j on 15 February 2015
interesting. could be nice to read manual for your compression method if its out for public | User Comment Submitted by ciccior2003 on 14 February 2015
This graphic mode use 16 combination per char. It is possible to halve the space without change data using the first 4bit for a char and the second 4bit for an other char... Ex ( $84 = $8 + $4 ) | User Comment Submitted by Yogibear on 14 February 2015 User Comment Submitted by Roysterini on 14 February 2015
I wish I understood how you do this sorta thing.
Impressive. | User Comment Submitted by Sokrates on 13 February 2015
This is a technical demonstration for a new data compression method.
This new compression method is not the best in terms of compression ratio.
But it is the best in decompression time. Pseudo code for this demo:
nextImageLoop:
uncompress 1000 bytes
write 1000 bytes to screen buffer
goto nextImageLoop
The demo includes 70 frames, each frame size is 1000 bytes.
The original data of 70000 bytes is compressed in this demo
to 13750 bytes (19.64 percent of original size).
The compression method is of course not restricted to graphical data.
The images are only meant to give a visual feedback for the
decompression speed. Due to the fast decompression this method
can be used "on-the-fly" during the runtime of a game or demo. |
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