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#601 iesposta OFFLINE  


    River Patroller

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Posted Tue Oct 7, 2014 5:38 PM

If you implement a sprite compression you could get a lot of space back.
Thomas Jentzsch has done compression in Star Castle Arcade.
Stay Frosty 2 uses compression.

My batari Basic DK Arcade 2600 uses Playfield compression, because 2 "Levels" are drawn from data using pfpixel.
I'm just a new programmer so my "compression" is done line by line, by hand, distilling duplicated scanlines from 175 lines down to around 16 lines. And then another programmer wrote the routine to draw the screen.

#602 Thomas Jentzsch OFFLINE  

Thomas Jentzsch

    Thrust, Jammed, SWOOPS!, Boulder Dash

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Posted Wed Oct 8, 2014 7:10 AM

Actually it is not compression what is used in SCA or SF2. 


What we are doing is data overlapping (also in SF2). Since we have LOT of data blocks which could be combined and overlapped, I developed a little tool called DOOD which automatically calculates and creates the most efficient data overlapping.

#603 Keatah ONLINE  



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Posted Wed Oct 8, 2014 10:45 AM

I'd still view that as a for of compression via selective substitution.

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