Nope, Trouble is last_offset & LWM.
Search found 478 matches
- Fri Sep 01, 2017 4:18 pm
- Forum: Tools
- Topic: aPLib decruncher for 68000
- Replies: 48
- Views: 68382
- Fri Sep 01, 2017 10:30 am
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 177948
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...
- Fri Sep 01, 2017 9:45 am
- Forum: Tools
- Topic: aPLib decruncher for 68000
- Replies: 48
- Views: 68382
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...
- Thu Aug 31, 2017 4:27 pm
- Forum: Tools
- Topic: aPLib decruncher for 68000
- Replies: 48
- Views: 68382
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 ...
- Thu Aug 31, 2017 3:46 pm
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 177948
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: 25789
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: 177948
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: 25789
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...
- Mon Aug 28, 2017 12:53 am
- Forum: Megadrive/Genesis
- Topic: VDP DMA fill in Ballz 3D; not writing fill byte
- Replies: 11
- Views: 16273
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 ...
- Thu Aug 24, 2017 7:52 pm
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 177948
- Tue Aug 22, 2017 8:37 pm
- Forum: Megadrive/Genesis
- Topic: Shadow/Highlight
- Replies: 13
- Views: 13862
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...
- Mon Aug 21, 2017 6:48 pm
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 177948
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 ...
- Mon Aug 21, 2017 9:47 am
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 177948
- Sun Aug 20, 2017 11:49 pm
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 177948
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: 177948
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 ...