Search found 27 matches
- Sun Mar 21, 2010 6:57 pm
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
Very good question. To be honest, those tend to be used mostly for large empty areas. But there's another case, when you have multiple pages of tiles in order to animate (please correct me here if I'm mistaken), you tend to have lots of duplicated tiles for the static stuff. This allows a group to r...
- Sun Mar 21, 2010 2:40 pm
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
- Sun Mar 21, 2010 2:29 pm
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
- Sun Mar 21, 2010 1:42 pm
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
Thanks tepples. I implemented the Huffman decoding and.. man is it ever slow. I should have listened to Tokumarus warning. :) It currently takes (guessing) about a second to decompress a bank full of tiles, that's almost useless IMHO. De-HuffmanEncode: http://code.google.com/p/artwork-compression-ki...
- Sat Mar 20, 2010 3:38 pm
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
- Sat Mar 20, 2010 1:33 am
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
I actually got Nestopia to compile for Linux, and my test failed spectacularly. It turned out to be the BIT #$80, easily replaced with a shift and BCC. It now seems fine. Interestingly Nintendulator didn't fail the BIT #$80 version, looked identical to FCEU. I think I'll stick to Nestopia now that I...
- Fri Mar 19, 2010 5:15 pm
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
The two things you mention bother me as well. Column mode is pretty nasty, I had plans to see if I could have kept it row-oriented and bunched the unique columns toward one end of each byte instead. Decoding would be more ALU-oriented, and while taking 8 bytes like a raw pattern it might skew the va...
- Fri Mar 19, 2010 4:42 pm
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
Ah, thanks. I'll see if I can run those, using Linux so I tend to prefer native emulators. In this case finding a workaround is easy, I can roll bit 7 into carry instead, but I really want to be compatible. If you're interested, here are my efforts for now: http://code.google.com/p/artwork-compressi...
- Fri Mar 19, 2010 3:41 pm
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
I've so far ported NesDecoder and have it decompressing the SMB CHR correctly. Next thing up is the HuffmanDecoder. I'm getting the hang of assembly on this thing, but had a couple of headaches. E.g. confusion over which instructions affect which flags, and it seems the various 6502 docs disagree ov...
- Wed Mar 17, 2010 4:09 pm
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
- Wed Mar 17, 2010 2:01 pm
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
Tepples, that's cool. :) Can't really claim it was something that I carefully planned. Was mostly figuring out a way to make the Huffman decoding cheaper, and it turned out to work well. Tokumaru, if someone were to pick up writing a 6502 version that would be awesome. I'd have to learn the platform...
- Wed Mar 17, 2010 6:55 am
- Forum: NESdev
- Topic: Ack - another tile data compressor
- Replies: 45
- Views: 12082
Ack - another tile data compressor
First, I'm a reader and admirer of the people of this forum. While I'm not a NES developer myself (I do some DS) I'm tickled by the intricacies of old console hardware. Reverse engineering, and pushing the limits of these old consoles is fascinating to my nerdy brain. Especially Tokumaru's implement...