@vanderZwan I'd love to read, but I don't think I'll do more than use nametables as compression.
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@vanderZwan I'd love to read, but I don't think I'll do more than use nametables as compression. 6 comments
@vanderZwan yeah, just indexes to tiles in a spritesheet, and to use Varvara's color byte to handle duplicate tiles that are found in memory but that are flipped x/y. @vanderZwan in any case, maybe someone else can make use of them. In this case, I think you'd have to be somewhat familiar with the uxn sprite format. @neauoire That's true :) https://wiki.xxiivv.com/site/formats.html right? I've read through the docs before, just haven't written something in uxn myself yet. I don't see a reason why LZ77 based compression wouldn't likely help here. There's a reason LZSS-variants are common on NES and GB/GBA/DS devices https://www.nesdev.org/wiki/Tile_compression#LZSS @vanderZwan I can't really load pages right now, but I'll have a look when our connection gets a bit more stable. |
@neauoire Nametables as in https://www.nesdev.org/wiki/PPU_nametables? So tile maps, basically?
My ideas involve a few LZ77 variants, which should complement that quite easily