Nope, Trouble is last_offset & LWM.flamewing wrote: Fri Sep 01, 2017 3:34 pmYeah, it can definitely achieve perfect compression with my generic LZSS backend; this format is a LZ variant.
Search found 478 matches
- Fri Sep 01, 2017 4:18 pm
- Forum: Tools
- Topic: aPLib decruncher for 68000
- Replies: 48
- Views: 101917
Re: aPLib decruncher for 68000
- Fri Sep 01, 2017 10:30 am
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 248223
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 ...
It's too bad... We gonna die.
Btw, one more case: if tiles compressed, and uncompressed size calculated by sprite size (3x4 for ...
- Fri Sep 01, 2017 9:45 am
- Forum: Tools
- Topic: aPLib decruncher for 68000
- Replies: 48
- Views: 101917
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 ...
- Thu Aug 31, 2017 4:27 pm
- Forum: Tools
- Topic: aPLib decruncher for 68000
- Replies: 48
- Views: 101917
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 ...
- Thu Aug 31, 2017 3:46 pm
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 248223
Re: Algorithm for splitting sprites
We need arrangement of competition first.BigEvilCorporation wrote: Thu Aug 31, 2017 10:22 amI'm lazy and don't want to read the whole thread - which algo won?
- Wed Aug 30, 2017 6:01 pm
- Forum: Megadrive/Genesis
- Topic: M68k opcode sizes test ROM
- Replies: 19
- Views: 35468
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.
with columns colors equal to hex digits of opcode starting from highest.
- Wed Aug 30, 2017 4:21 pm
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 248223
Re: Algorithm for splitting sprites
Anyone up to making testing of algorithm tool? If none, then I'm off.
- Wed Aug 30, 2017 3:58 pm
- Forum: Megadrive/Genesis
- Topic: M68k opcode sizes test ROM
- Replies: 19
- Views: 35468
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 ...
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 ...
- Mon Aug 28, 2017 12:53 am
- Forum: Megadrive/Genesis
- Topic: VDP DMA fill in Ballz 3D; not writing fill byte
- Replies: 11
- Views: 20189
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 ...
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 ...
- Thu Aug 24, 2017 7:52 pm
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 248223
Re: Algorithm for splitting sprites
You should have some benchmark and test cases first, and then decide, is algorithm bad, or not.Sik wrote: Wed Aug 23, 2017 6:27 pmTry this one, then abandon all hope (I know why I'm saying this...)
I don't have good one tool for this purpose atm.
- Tue Aug 22, 2017 8:37 pm
- Forum: Megadrive/Genesis
- Topic: Shadow/Highlight
- Replies: 13
- Views: 19119
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 ...
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 ...
- Mon Aug 21, 2017 6:48 pm
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 248223
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 ...
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 ...
- Mon Aug 21, 2017 9:47 am
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 248223
Re: Algorithm for splitting sprites
Nope. At least I'm not lying.Sik wrote: Mon Aug 21, 2017 12:58 amThen explain it instead of leaving people trying to figure out what it's doing.
- Sun Aug 20, 2017 11:49 pm
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 248223
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.
It indeed bruteforce shift, and count empty tiles.
But it's end of similarity.
- Fri Aug 18, 2017 9:35 am
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 248223
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 ...