Search found 97 matches

by Ti_
Tue Jun 18, 2013 8:23 am
Forum: Megadrive/Genesis
Topic: Graphics Compression Formats
Replies: 47
Views: 34977

I made a sample roms with pictures compressed by aplib, packfire and lzss: Sega_Pics_packed.7z (if u can't download try IE or Opera, or get from dir download Shows: packed size (uncompressed size of all = 38,400 bytes.) compressed % unpack time in frames. Press any button to see next picture. packfi...
by Ti_
Mon Jun 17, 2013 6:55 pm
Forum: Megadrive/Genesis
Topic: Graphics Compression Formats
Replies: 47
Views: 34977

15, 980Kb? I'm assuming you mean ram. I can't imagine the code/decompressor taking up that much rom space. It's no where near that on the 65x version for code length. Yes, Ram. Example for genesis games: level tileset = ~30kb+ 16kb ("probs buffer") wanted by packfire (=18 kb for other game data)+ w...
by Ti_
Thu Jun 13, 2013 5:55 pm
Forum: Megadrive/Genesis
Topic: Graphics Compression Formats
Replies: 47
Views: 34977

Well , I've test it.
Packfire requires additional 15, 980 Kb of memory... and it's very very slow...
'Tiny' mode doesn't require it, but can't pack large files.
by Ti_
Thu Jun 13, 2013 3:20 pm
Forum: Megadrive/Genesis
Topic: Graphics Compression Formats
Replies: 47
Views: 34977

sega16 wrote:Packfire has really good compression ratios
http://pouet.net/prod.php?which=54840
I use it when speed does not matter
Thanks, I checked it, compressed my tiles better than others, and even better than 7-zip. Don't know about speed.
'Tiny mode' better than zip.
by Ti_
Thu Jun 13, 2013 8:07 am
Forum: Megadrive/Genesis
Topic: Graphics Compression Formats
Replies: 47
Views: 34977

Re: Graphics Compression Formats

Some games have unique or interesting graphics compression formats. What is your favorite graphics compression format for the Sega Genesis? The Nemesis compression format is entropy-based, but it takes a long time to decompress. Files with many long runs of the same nybble are best for this format....
by Ti_
Thu Jun 13, 2013 6:58 am
Forum: Tools
Topic: Retro Graphics Toolkit
Replies: 117
Views: 179004

I use Ximagic plugin to convert the colors to 9bits (RGB333) http://www.ximagic.com/cd_index.html There are plenty of configuration to change the dithering pattern. Then I use a professional tool to generate the 4 palettes and tile repartition. (can't post this one sorry) For what reason you can't ...
by Ti_
Tue Jun 11, 2013 3:37 pm
Forum: Tools
Topic: Using ImageMagick
Replies: 39
Views: 27088

ppm install was successful? Which dll is missing? CORE_RL_magick_.lib I've used Frederick's method, now all works fine, that it: - Uninstall Perl & ImageMagick (may not be necessary but it's what I did). - Install Strawberry Perl 5.16.3.1 - Run the command line interface (cmd). - Type cpan (it shou...
by Ti_
Tue Jun 11, 2013 6:36 am
Forum: Tools
Topic: Retro Graphics Toolkit
Replies: 117
Views: 179004

scolorq lab 15 genesis colors. I think, it's impossible by hands :S Now I see, it's look much good, than RetroGfx output. ([s]retro loses green color of grass[/s]). 2) it can't make 4 rows for this pics (makes only 3), and increase of color count will not add green. I will try your and Frederic uti...
by Ti_
Mon Jun 10, 2013 8:43 pm
Forum: Tools
Topic: Retro Graphics Toolkit
Replies: 117
Views: 179004

r57shell wrote:I just thought that it's some image better than output of my program. :) Because, I tried to see output with 60 colors = 4 rows, and output was different.
I have a slightly better image with additional layer to this pic. (color count same, just for remove artifacts)
2layers.png
2ndlayer.png
by Ti_
Mon Jun 10, 2013 8:24 pm
Forum: Tools
Topic: Retro Graphics Toolkit
Replies: 117
Views: 179004

r57shell wrote: What you mean? What source and what properties of this image? Is that true, that each tile uses only one palette?
Why you asking? You know all about this pic, it even was made in your program.
Of course it 1-layer, each tile use only it's row.
by Ti_
Mon Jun 10, 2013 7:53 pm
Forum: Tools
Topic: Retro Graphics Toolkit
Replies: 117
Views: 179004

If dithered disabled, why this image looks dithered? It seems that my algorithm (a series of quantization/remapping applied to the whole picture, then to small parts, then to tiles) induces dithering, though no explicit dithering algorithm is applied. What can I say, there's no one ideal algorithm....
by Ti_
Mon Jun 10, 2013 7:22 pm
Forum: Tools
Topic: Retro Graphics Toolkit
Replies: 117
Views: 179004

Here we go! Battle of converters: Try you converters with this well-known pic: source: http://homepage.corbina.net/~lich/download/source.png 45 colors half-manual: (4 rows) http://homepage.corbina.net/~lich/download/rrr_hack.png The bottom image comes from my script (dither option disabled). All im...
by Ti_
Mon Jun 10, 2013 7:12 pm
Forum: Tools
Topic: Retro Graphics Toolkit
Replies: 117
Views: 179004

"r57shell": You version looks better!

frederic colors = 29 and artifact on scorpion
sega16 = no visible artifact, but 24 colors.
you version = no visible artifact and 28 colors.
by Ti_
Mon Jun 10, 2013 6:53 pm
Forum: Tools
Topic: Using ImageMagick
Replies: 39
Views: 27088

I don't know it. 2) Install with options: install for ActiveState Perl and remember version . I tried this order (firstly unistalled all), and it show me version 5.16.3 - that was same version that I have. So, nothing changed - error msg with DLL. And I aslo tried scripts from folder. (I used trick...
by Ti_
Mon Jun 10, 2013 4:38 pm
Forum: Tools
Topic: Using ImageMagick
Replies: 39
Views: 27088

r57shell wrote:
r57shell wrote:3) Download ActiveState Perl version needed for ImageMagick.
This is your problem.
Can you write which versions of Perl and Magick works with together?