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Main - ROM Hacking - Compression types used in games New thread | New reply


SecretChao428
Posted on 05-22-09 06:25 PM Link | Quote | ID: 107450


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I know this place tends to stick to compressions such as LZ 1 and LZ 2, but I wanted to know if the data in SMW that uses RLE 1 also is used such as graphic data Fonts that use the format for fixed width compression?(used in Tetris Attack and Dragon Quest 5, 6, and 3r)

MathOnNapkins
Posted on 05-22-09 07:16 PM Link | Quote | ID: 107453


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What exactly do you mean by fixed width compression?

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SecretChao428
Posted on 05-23-09 12:13 AM Link | Quote | ID: 107466


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Posted by MathOnNapkins
What exactly do you mean by fixed width compression?
Fonts that do not use any form of VWF code in the game, while Fixed Width uses 1 size only per character, and uses RLE compression to save space instead of VWFs that has to use uncompressed characters.

Sukasa
Posted on 05-23-09 12:40 AM Link | Quote | ID: 107468


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VWF can also use compressed characters, if the proper handling code is included to process them when uncompressed.

SecretChao428
Posted on 05-23-09 01:07 PM Link | Quote | ID: 107484


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Posted by Sukasa
VWF can also use compressed characters, if the proper handling code is included to process them when uncompressed.
Well I just wanted to know that if the compression in a 1BPP font of the 4 games are using the LC_RLE 1 format just in case if that is the correct type?

Kawa
Posted on 05-23-09 01:08 PM (rev. 2 of 05-23-09 01:16 PM) Link | Quote | ID: 107485


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Frankly, I'd think it'd just be bitpacked.

To demonstrate:

That's Pokémon Red's font in the native mode for the original Gameboy, 2 bits per pixel. You can make out the font on the top half, and notice that you can only see every other letter.


That's the same data seen as one bit per pixel. Now it's the bottom half that's messed up. If you squint, you can make out the border in the last few tiles.

The GBA version does the same thing, but from four to two instead. My point here is that bitpacking is a fairly common trick, but it's not compression per se since there's no data "left out" like with RLE, LZ, Huffman...

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SecretChao428
Posted on 05-24-09 02:51 AM (rev. 2 of 05-24-09 02:53 AM) Link | Quote | ID: 107514


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Posted by Kawa
Frankly, I'd think it'd just be bitpacked.

To demonstrate:

That's Pokémon Red's font in the native mode for the original Gameboy, 2 bits per pixel. You can make out the font on the top half, and notice that you can only see every other letter.


That's the same data seen as one bit per pixel. Now it's the bottom half that's messed up. If you squint, you can make out the border in the last few tiles.

The GBA version does the same thing, but from four to two instead. My point here is that bitpacking is a fairly common trick, but it's not compression per se since there's no data "left out" like with RLE, LZ, Huffman...
The if this board had image attachments for this, I would add an image of the compression method that is used just for those games, given that if I had posted a image of this fixed width format, then we would get the idea of it, also the NDS NFTR files will use similar formats and use the RLE encoding if anyone has played a game that uses a format for it, but the image text you are showing is using a GB to NES based factor, but when I get back home and get a Photobucket, I will post the character file that contains this method I am try to explain a bit more clearly.

Kawa
Posted on 05-24-09 10:53 AM Link | Quote | ID: 107525


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Posted by SecretChao428
The if this board had image attachments for this, I would add an image of the compression method that is used just for those games, given that if I had posted a image of this fixed width format, then we would get the idea of it
How do you think I did this? The Uploader is still a part of the board, y'know? Post your image. Forget Photobucket.
Posted by SecretChao428
but the image text you are showing is using a GB to NES based factor
You speak nonsense. These are both from a Classic Gameboy game.

The NES is 2bpp planar. These images are both linear. The effect would've been recognizably different for NES.

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SecretChao428
Posted on 05-27-09 06:00 AM Link | Quote | ID: 107664


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Just to be sure that anyone here would know about it, here is what I am talking about in example of this RLE compression with fonts,



I hope this will open many eyes to the idea of what compression is used.

CKY-9K
Posted on 05-27-09 07:04 AM (rev. 2 of 05-27-09 07:04 AM) Link | Quote | ID: 107671


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I was wondering the same thing about Wario Land 2?

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SecretChao428
Posted on 05-29-09 12:54 PM Link | Quote | ID: 107765


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Posted by CKY-9K
I was wondering the same thing about Wario Land 2?


Guess we are only talking about what is not compressed and just use the basic format change.

roxahris
Posted on 06-08-09 04:02 PM Link | Quote | ID: 108276


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Hey, can you go and, like, learn how to speak English properly? I can't read ANYTHING you've said so far, as most of it reads as a meaningless jumble or gibberish.

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MathOnNapkins
Posted on 06-08-09 05:00 PM Link | Quote | ID: 108280


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Posted by roxahris
Hey, can you go and, like, learn how to speak English properly? I can't read ANYTHING you've said so far, as most of it reads as a meaningless jumble or gibberish.


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Main - ROM Hacking - Compression types used in games New thread | New reply

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