EarlyMorning - Progress & Discussion
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- Calc King
- Posts: 1513
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Heh, sorry for all the confusion ![Smile :)](./images/smilies/grayscale_smile.gif)
I'm talking about the specific case in which I have two buffers of full screen images for a greyscale image. Those buffers have a tendency to be mostly white or mostly black. So because there's long stretches of black of white, the runlength encoding is useful for those areas and not for the other bytes (because they usually never repeat). Therefor, I use black or white, whichever is used more in the image layer, as the run indicator or escape char and as the data for the run at the same time. I prepend this byte at the beginning of my data so the decompressor knows which byte is the indicator:
![Smile :)](./images/smilies/grayscale_smile.gif)
I'm talking about the specific case in which I have two buffers of full screen images for a greyscale image. Those buffers have a tendency to be mostly white or mostly black. So because there's long stretches of black of white, the runlength encoding is useful for those areas and not for the other bytes (because they usually never repeat). Therefor, I use black or white, whichever is used more in the image layer, as the run indicator or escape char and as the data for the run at the same time. I prepend this byte at the beginning of my data so the decompressor knows which byte is the indicator:
Code: Select all
$00,$00,$00,$00,$AA,$BB,$CC,$00,$00,$00,$00
(one row of some white image with black figures in the center)
-->
$00,$00,$04,$AA,$BB,$CC,$00,$04
<indicator definition>,<indicator>,<runs>,$AA,$BB,$CC,<indicator>,<runs>
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- kv83
- Maxcoderz Staff
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I finished the RLE compression
.
This map:
![Image](http://kvince83.tengun.net/earlymorning/screenshots/kirbymap.JPG)
is in normal data:
and in RLE it is converted to:
Note: The RLE Escape Character is always 255, except when 255 is used as value in the map. When that is the situation, the RLE Escape Character is the least common value in the map array. (Just as Jim said.) As you can see the format of the RLE-compressed values are:
Values are only compressed if they occur more than two times in a row.
Compression Rates:
No compression: 384 bytes
RLE compression: 141 bytes (Compression Rate: 63.28 %)
ByObject compression: 153 bytes (Compression Rate: 60.15 %)
Of course the compression rates hugely depend on the mapData and are different from map to map. I guess the ByObject compression works best with empty maps which use not to much different tiles. I'll include a "compression tester" btw. That way you can see what compression is best used for your maps and/or sprites. (Sprites can't be compressed till now)![Smile :)](./images/smilies/grayscale_smile.gif)
![Very Happy :D](./images/smilies/grayscale_happy.gif)
This map:
is in normal data:
Code: Select all
;1. Level 1
0,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
3,3,3,3,3,3,3,3,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
4,4,4,4,4,4,4,4,4,1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,
3,3,3,3,3,3,3,3,3,3,3,2,0,0,0,0,0,0,8,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,1,4,1,2,0,0,0,0,0,7,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,1,4,4,1,2,0,0,0,0,6,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,1,2,4,4,1,3,2,0,0,5,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,1,2,4,4,4,1,3,3,3,2,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,1,4,4,4,4,4,4,4,2,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,1,3,3,3,3,3,3,3,2,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
3,3,3,3,3,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,3,
4,4,4,4,4,4,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,4,
4,4,4,4,4,4,2,0,0,1,3,3,3,3,3,3,3,3,3,3,3,3,2,4,
4,4,4,4,4,4,2,0,0,1,4,4,4,4,4,4,4,4,4,4,4,4,4,4
Code: Select all
.db 255 ; - RLE Escape Character
.db 255,4,0,8,255,23,0,6,255,19,0,255,9,3,2,255,14,0,255,
9,4,1,2,255,13,0,255,11,3,2,255,6,0,8,255,14,0,1,4,1,2,255,
5,0,7,255,14,0,1,4,4,1,2,255,4,0,6,255,14,0,1,2,4,4,1,3,2,0,
0,5,255,15,0,1,2,255,3,4,1,255,3,3,2,255,15,0,1,255,7,4,2,255,
15,0,1,255,7,3,2,255,28,0,255,6,3,2,255,15,0,1,3,255,6,4,2,255,
15,0,1,255,7,4,2,0,0,1,255,12,3,2,255,7,4,2,0,0,1,255,14,4,0
Code: Select all
Compressed: <escape character>, <run length>, <value>
Compression Rates:
No compression: 384 bytes
RLE compression: 141 bytes (Compression Rate: 63.28 %)
ByObject compression: 153 bytes (Compression Rate: 60.15 %)
Of course the compression rates hugely depend on the mapData and are different from map to map. I guess the ByObject compression works best with empty maps which use not to much different tiles. I'll include a "compression tester" btw. That way you can see what compression is best used for your maps and/or sprites. (Sprites can't be compressed till now)
![Smile :)](./images/smilies/grayscale_smile.gif)
![Image](http://img132.imageshack.us/img132/9095/signaturej.png)
-
- MCF Legend
- Posts: 1601
- Joined: Mon 20 Dec, 2004 8:45 am
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This is how I compress the surface angle information in Acelgoyobis tables, which consists of mostly zeroes when expanded.Timendus wrote:I'm talking about the specific case in which I have two buffers of full screen images for a greyscale image. Those buffers have a tendency to be mostly white or mostly black. So because there's long stretches of black of white, the runlength encoding is useful for those areas and not for the other bytes (because they usually never repeat). Therefor, I use black or white, whichever is used more in the image layer, as the run indicator or escape char and as the data for the run at the same time.
![Smile :)](./images/smilies/grayscale_smile.gif)
- kv83
- Maxcoderz Staff
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I finished the compression info screen. If you right-click a mapCollection, you can click on "Compression Info" and it will pop-up a new screen and show the information.
![Image](http://kvince83.tengun.net/earlymorning/screenshots/compress.jpg)
(The above screenshot is of the Original Levels of Slippy. A good example that RLE is not always the better method compared to ByObject!
)
![Image](http://kvince83.tengun.net/earlymorning/screenshots/compress.jpg)
(The above screenshot is of the Original Levels of Slippy. A good example that RLE is not always the better method compared to ByObject!
![Smile :)](./images/smilies/grayscale_smile.gif)
![Image](http://img132.imageshack.us/img132/9095/signaturej.png)
- Jim e
- Calc King
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Well sure tiny mostly white maps with only 4 or 5 tiles probably wouldn't do so bad with byobject, but if you have lots of tiles or a map bigger than 16x16 than its utterly useless.
Hmm, maybe you should make use of iondecompress, since that is a library supported by the most popular shells. All it does is reduce the number of bits to store info. When there are very few tiles that can shrink data size immensely.
Can we get a tool bar to do the more common things?
Save, build, new sprite, new map, move up, move down and what not?
EDit: BTW nice window!
Hmm, maybe you should make use of iondecompress, since that is a library supported by the most popular shells. All it does is reduce the number of bits to store info. When there are very few tiles that can shrink data size immensely.
Can we get a tool bar to do the more common things?
Save, build, new sprite, new map, move up, move down and what not?
EDit: BTW nice window!
![Image](http://host98.ipowerweb.com/~xiondigi/xdg/mcimino/Smile/geek.gif)
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Looking good, kv!
By the way, for the tileset and text data in The Core of Light we used Huffman and LZW compression
![Wink ;)](./images/smilies/grayscale_wink.gif)
..or was it LZ77 and Adaptive Huffman..? It's been too long![Confused :?](./images/smilies/grayscale_confused.gif)
By the way, for the tileset and text data in The Core of Light we used Huffman and LZW compression
![Cool 8)](./images/smilies/grayscale_cool.gif)
![Wink ;)](./images/smilies/grayscale_wink.gif)
..or was it LZ77 and Adaptive Huffman..? It's been too long
![Confused :?](./images/smilies/grayscale_confused.gif)
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- Calc King
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- kv83
- Maxcoderz Staff
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It first tries to use 255, when that is used in the array, then it will use the least common value in the array (that could be a value which occures zero times aswell)King Harold wrote:although you can't really try to use a value that is never used can you? what if there is no such value? does it take care of that? in other words: does it use the first least used value? (so if a value is never used, use it and stop trying others)
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Nope, I had another genius to commandtr1p1ea wrote:Timendus, you used the huffman compression written by Kerey Roper? (He was part of COL right?)
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