Search found 478 matches

by r57shell
Fri Sep 01, 2017 4:18 pm
Forum: Tools
Topic: aPLib decruncher for 68000
Replies: 48
Views: 24662

Re: aPLib decruncher for 68000

flamewing wrote:
Fri Sep 01, 2017 3:34 pm
Yeah, it can definitely achieve perfect compression with my generic LZSS backend; this format is a LZ variant.
Nope, Trouble is last_offset & LWM.
by r57shell
Fri Sep 01, 2017 10:30 am
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 70
Views: 16733

Re: Algorithm for splitting sprites

And so on. Like I had said before, a generic tile splitter is not useful if you can't specify what you are after; each game is a game, and has different priorities. It's too bad... We gonna die. Btw, one more case: if tiles compressed, and uncompressed size calculated by sprite size (3x4 for exampl...
by r57shell
Fri Sep 01, 2017 9:45 am
Forum: Tools
Topic: aPLib decruncher for 68000
Replies: 48
Views: 24662

Re: aPLib decruncher for 68000

Can you give more details on this format? It sounds like the kind of thing that could be brought to perfect compression level using my generic LZSS backend. Pseudocode (mix of python, c++, and pascal :lol: ): copy first byte. last_offset := uninitialized // some trash that is happened to be in this...
by r57shell
Thu Aug 31, 2017 4:27 pm
Forum: Tools
Topic: aPLib decruncher for 68000
Replies: 48
Views: 24662

Re:

http://elektropage.ru/r57shell/aplib_pack.exe Ahh... Here is aPLib binary for packing and unpacking files without header: http://elektropage.ru/r57shell/appack_raw.exe Sorry for bump of old post. But introspec from zx scene sent me some files that my packer fails to beat standard one. So I decided ...
by r57shell
Thu Aug 31, 2017 3:46 pm
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 70
Views: 16733

Re: Algorithm for splitting sprites

BigEvilCorporation wrote:
Thu Aug 31, 2017 10:22 am
I'm lazy and don't want to read the whole thread - which algo won?
We need arrangement of competition first.
by r57shell
Wed Aug 30, 2017 6:01 pm
Forum: Megadrive/Genesis
Topic: M68k opcode sizes test ROM
Replies: 19
Views: 4994

Re: M68k opcode sizes test ROM

For hangs it shows barcode at bottom right corner
with columns colors equal to hex digits of opcode starting from highest.
by r57shell
Wed Aug 30, 2017 4:21 pm
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 70
Views: 16733

Re: Algorithm for splitting sprites

Anyone up to making testing of algorithm tool? If none, then I'm off.
by r57shell
Wed Aug 30, 2017 3:58 pm
Forum: Megadrive/Genesis
Topic: M68k opcode sizes test ROM
Replies: 19
Views: 4994

M68k opcode sizes test ROM

Source: https://github.com/realmonster/smd_emu_tests Compiled: http://www.mediafire.com/file/03oy89xl4ruxkf3/m68k_opcode_sizes.bin :D Pass: Hardware, gens-gx(musashi), mess(musashi), Exodus. Hangs: BlastEm, PicoDrive Fails: Gens, GensGS, Regen, Fusion, Mednafen. Surprisingly, it shows, that M68000PR...
by r57shell
Mon Aug 28, 2017 12:53 am
Forum: Megadrive/Genesis
Topic: VDP DMA fill in Ballz 3D; not writing fill byte
Replies: 11
Views: 2610

Re: VDP DMA fill in Ballz 3D; not writing fill byte

So ... my question is, is this correct behavior? If a game starts a VDP DMA fill operation, it's supposed to block until the fill byte is written to the data port. In case if I get question right: it will not block M68k, and it will not block M68k during fill. There is no reason for blocking. M68k ...
by r57shell
Thu Aug 24, 2017 7:52 pm
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 70
Views: 16733

Re: Algorithm for splitting sprites

Sik wrote:
Wed Aug 23, 2017 6:27 pm
Try this one, then abandon all hope (I know why I'm saying this...)
You should have some benchmark and test cases first, and then decide, is algorithm bad, or not.
I don't have good one tool for this purpose atm.
by r57shell
Tue Aug 22, 2017 8:37 pm
Forum: Megadrive/Genesis
Topic: Shadow/Highlight
Replies: 13
Views: 4970

Re: Shadow/Highlight

Just in case if you need some tests. http://gendev.spritesmind.net/forum/viewtopic.php?f=8&t=1585#p21261 Here is ROM which has few tests of shadow highlight. One is where it asks for "full rect is same color" and other ... Anyway, just play with it. Maybe this is how kabuto inspired his vertical cou...
by r57shell
Mon Aug 21, 2017 6:48 pm
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 70
Views: 16733

Re: Algorithm for splitting sprites

I have idea of algorithm that requires 800 MB of RAM usage, and solves this task at pixel precision for image size 128x128, but it would not return "obvious" for us solution in following corner case: http://i.imgur.com/dH3mMdn.png Edit: Oh sh... It takes not 800MB but much more. Ok, it requires 128 ...
by r57shell
Mon Aug 21, 2017 9:47 am
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 70
Views: 16733

Re: Algorithm for splitting sprites

Sik wrote:
Mon Aug 21, 2017 12:58 am
Then explain it instead of leaving people trying to figure out what it's doing.
Nope. At least I'm not lying.
by r57shell
Sun Aug 20, 2017 11:49 pm
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 70
Views: 16733

Re: Algorithm for splitting sprites

Don't drop shadow on my algo.
It indeed bruteforce shift, and count empty tiles.
But it's end of similarity.
by r57shell
Fri Aug 18, 2017 9:35 am
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 70
Views: 16733

Re: Algorithm for splitting sprites

I didn't go into code-like pseudo-code because the exact approach depends a lot on how you're handling data internally (e.g. how bitmap data is stored in RAM, how you're storing the mappings, what kind of container are you using in your given language, etc.). But the steps are pretty much that. By ...