I'm planing to see if something like a simplified fighting-game engine is feasible (sort of poor-man MUGEN), taking SF2SCE as a base. often I come across a machine-word-aligned token decompression scheme. So a good and fast decompression algorithm would be a real avantage here. Download NakamichiLoonette-Hoshimibranchless.zip - 3.3 MB Download NakamichiLoonetteIntel15Hoshimi.zip - 179.2 KB Introduction. This results, in the case of SF2SCE, in a huge ROM, even discarding many frames from the arcade. I commented the following code as much as I can, the first comment block is not made by me and explains the header. In the case of SF2SCE or Shadow Dancer, the graphics are stored uncompressed in the ROM. I want to understand this LZSS based algorithm in order to write a compressor (and maybe a better decompressor), I am studying LZ77 and LZSS but there are few lines that I still don't get. LZSS makes use of a sliding window just like its predecessor, however differs primarily in its more selective approach to substitution. the bms script 'LESS Decompressor' decompress the 'LESS20' and the 'LED to tm2 textures' extract the tm2 textures from the. further, into a fully fledged LZ compression and decompression unit, with sufficient functionality to rival very expensive commercial compression packages. The method is lossless, and builds upon the existing LZ77 technique. I would like to know if someone can write for me an LZSS recompressor to a graphics archive, this graphics archive is from a videogame called Project Zero II (PS2 Version). createlzssunpackdata - Creates an LZSS structure for decompression. I've looked in some (more or less) action game code (SF2SCE, Shadow Dancer, but also, IIRC, Phantasy Star 2 and 3) and notices that often, some critical sprites didn't have their whole set of stances loaded in VRAM at once, but rather whenever the current stance change, the new patterns were sent to VRAM during VBLANK (via DMA).įor example, in SF2SCE, only the current stance of a character is loaded in VRAM (it's around 20 patterns of 8x8 pixels) : of course, there's not enough space in VRAM to load the entire sheet. LZSS (Lempel-Ziv-Storer-Szymanski) is a dictionary compression algorithm first proposed by James A. * decompression is not too much RAM-consuming (this excludes Nemesis compression scheme) * decompression is really fast (see below) I'm looking for a compression / decompression method with the following features :
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