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alekmaul

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Posts posted by alekmaul


  1. Hi,

    I have a strange behavior with your compressor Daniel.
    i tried to integrate it in my tool (thanks for sharing source code), it works fine, but compression ratio is lower than a pletter compressor :o !

    Dan1 :
    const byte TILtitle3DAN1[] = { // tile size dan1 compressed 965 bytes (52%)
    const byte COLtitle3DAN1[] = { // color size dan1 compressed 793 bytes (60%)
    const byte MAPtitle3DAN1[] = { // map size dan1 compressed 385 bytes (49%)

    Pletter :
    const byte TILtitle3PLE[] = { // tile size pletter compressed 957 bytes (52%)
    const byte COLtitle3PLE[] = { // color size pletter compressed 787 bytes (61%)
    const byte MAPtitle3PLE[] = { // map size pletter compressed 385 bytes (49%)

     

    I tried (only the TIL part on my image) with your exe compressor, and it gave same size, 965 bytes.

     

    Do you think it is a normal behavior for Dan1 compression ?

     

    I added the c source file of the pletter compressor i used (entry point is int pletterCompress(byte *src,byte *dst,int n)

     

    Of course, for some pictures, your compressor is sometime better, but not all the time. It is just to inform you and to share information about compression :)

     

    i used this image for test

    post-16672-0-37626200-1477991734_thumb.png

    plet.txt


  2. I'm currently thinking bout best options for C source file compilation with SDCC V3.5.

    Currently, i'm using : --std-c99 -mz80 --opt-code-size --fverbose-asm --max-allocs-per-node 10000 --vc

    I also saw that a --opt-code-speed option exists, it is used to optimize more for speed instead of size. is it useful to use it with SDCC V3.5 ?

    Also, can we use --opt-code-size and --opt-code-speed both for compilation ?


  3. ok, thanks for your tests. Will check more deeper in my code to find the issue :/
    regarding ram, it seems ok :

     

    Area Addr Size Decimal Bytes (Attributes)
    -------------------------------- ---- ---- ------- ----- ------------
    _DATA 00007000 0000037C = 892. bytes (REL,CON)


  4. Are you doing a lot of tile scrolling? I find the player works fine. I have current problem when I try to play music in the planes section which has 32x18 area of screen scrolling that it won't play at all unless I crash the plane or fly straight up so the scrolling stops.

    No, it is a screen with no scrolling, and the player is the only thing running when the sound locks :(

  5. Also.... if you are using it without the rest of my lib, that might be a factor. I've never tested it standalone since the earliest days. :)

    I'm only using the player, not all the lib.

    And yes, it is not the same, I saw the optimizations you did but I have no sound with this version, will check again if it is my code that is not good with this one.

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