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. It is also best in portions of a program when the time the decompression takes does not matter.
The Kosinski compression format, when used on tiles, compresses well when there are a lot of identical bytes or patterns in the tile. It is also best in portions of a program when the time the decompression takes does matter.
Some games use an LZSS compression format, which is a lot like Kosinski compression. Their bitfields are usually one byte long, and the length/distance pairs are up to 4,096 bytes back, and up to 18 bytes in length.
Tommy Lasorda Baseball uses a compression format like this:
- The first byte tells how many common byte values there are in the tile.
- For each common value, there are 5 bytes: The first is the common value, followed by a 32-bit field telling which bytes have that value.
- After all common values are listed, the remaining bytes of the tile data are listed in order.
What about the compression formats listed here?
http://www.smspower.org/Development/Compression
Even though they're for the SMS and/or Game Gear, they can easily be adapted to the Sega Genesis.
If you find any other unique or clever compression formats, feel free to post them here.