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aplib decompressor for ZX Basic.
#9
britlion Wrote:I've used the compressor in the zx basic library to do the same thing. ( <!-- m --><a class="postlink" href="http://www.boriel.com/wiki/en/index.php/ZX_BASIC:MegaLZ.bas">http://www.boriel.com/wiki/en/index.php ... MegaLZ.bas</a><!-- m --> ) - it works exactly the same way. I'll have to compare and see if this one squishes better, or runs faster Smile

Slenkar:

What you do is compress the data outside an emulator. For example, one game I'm working on (it may even get finished one day) puts up 1/3 of the screen banner graphics by decompressing to the screen memory. 1/3 of the screen is a handy size, because 2K of data fits there neatly, so it's just like doing a full screen in effect.

How do I do that? Well, I design the screen in a graphics package, and when it's together I test it on an emulated spectrum to make sure it looks right. Then, in spin, I export the data from 16384 (the screen memory) for 2K to a file.

I then compress this file with megalz using a command prompt on my PC. Na_th_an's aplib works the same way, but obviously it's different code.

Then you can #include the compressed code inside an asm context, and add in the decompressor code, and voila - zipped up graphics.

yes graphics packages export to BIN thankfully, but like what about some level data like a bunch of bytes
how do I get the BIN file?
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