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Messages - Geekboy1011
Pages: 1 ... 61 62 [63] 64 65 ... 122
931
« on: May 07, 2011, 04:38:40 pm »
I personally would rather see as much memory as possible given to the game engine and main engine if thats where it fits in. Seems to be that the slowness will not be so slow its unbearable and that by having that extra space we can make the game look better / sqeeze in more content
932
« on: May 02, 2011, 05:09:10 pm »
Lol kinda wishing i had a idevice now xD
933
« on: May 01, 2011, 08:29:24 pm »
Rawr Good luck mate study HARD >:F
934
« on: April 29, 2011, 02:04:12 pm »
Dam this sucks so hard ;.; * Geekboy1011 hugs a Hot_Dog
935
« on: April 29, 2011, 11:40:34 am »
well after poking Dan in an Email (Dwedit) we got this "Spiffy compression" is actually very bad. I'd gladly purge it from the face of the internet if I could.
Anyway, I'm just responding to let you know about a new compression method I've been trying out since then.
A while ago, I was reading a neat article about image data compression, this page suggests using prediction combined with bit-level RLE to compress images: http://hbfs.wordpress.com/2009/04/14/ad-hoc-compression-methods-rle/
So I had implemented this compression method, I wanted to see how well it did. I had to modify this compression method for 1-bit images.
I used this test image:
The compression method works by creating a predicted image by looking at the current pixel, the pixel to the left, and the pixel above the current pixel.
After you make a predicted image, you can compress that, and it compresses better than a regular image. After you decompress it, you need to also un-predict it back to a normal image.
The compression method used is RLE, when you see two of the same bit, it starts an RLE run, just like the algorithm described on that page.
The Bubble Bobble title screen there compresses to 601 bytes, which beats WinRAR by 36 bytes.
I've written a compressor in C#, but I haven't written any decompressors in Z80 yet. Are you interested in me writing one? By the way, the compression method works much better on higher bit depths, like NES or Gameboy 2bpp images, because the predictor emits far more zeroes than anything else, and you can take advantage of that.
Good luck on your game! Thats actually looking really promising i wonder what the requirements on calc would be though ram wise? More emailing away xD
936
« on: April 28, 2011, 09:21:46 pm »
Hmm we have another question were looking for another good compression setup that can outperform spiffy (if we find one we would like to flip spiffy is the best we can find atm)
The guide lines are has to compress well decompress well and preferably be able to compress data oncalc as well as off
Any suggestions?
937
« on: April 26, 2011, 10:38:32 pm »
Looks really nice frey
938
« on: April 26, 2011, 09:22:38 am »
Awr Was looking for this to get out in the public oh well I guess it will be for the better ^_^
939
« on: April 25, 2011, 10:13:33 pm »
sadly it only works with the config file now if you could rig me a up a script to output that stuff in the format the config file is in based on the directory listings that would be lovely
940
« on: April 25, 2011, 07:36:40 pm »
Wow missed a couple posts here....... @Happybobjr There is no properly built in shuffle player so i got tsukasa to make us a shuffle feature http://omnimaga.org/radio/shuffle.phpThat being said i need to get to updating this soon and making a real webpage for it......
941
« on: April 25, 2011, 07:29:01 pm »
I really should be updating the flash based one more as it works well and has a shuffle feature as well...only issue is http://omnimaga.org/radio/c.txt thats the config file looks like fun huh
942
« on: April 24, 2011, 08:51:24 pm »
... what would the point of that software even be dare i ask.................................
943
« on: April 24, 2011, 03:15:24 pm »
ah idk if you can adjust html 5 with javascript i know in chrome the default html 5 player supports volume though so i would google that xD
944
« on: April 24, 2011, 12:53:22 pm »
What in pink lobsters aquarium is sencha !?!?!
945
« on: April 24, 2011, 12:42:04 pm »
Eeems what are you useing to play the audio tracks alot of basic flash based players support volume changing and support java script actions
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