> Grauw:
>      [about compressing GFX data:]
> > Believe me, I know how run-length works.
>
> Well, the compression I mentioned is usually not seen as RLE. RLE is
> only encodes/compresses repeating *bytes* not *patterns*.

You are talking about compressing the tilemaps??? Well, that's a good idea,
yes. Using simple RLE it will still have a nice compression rate.


> > I actually think run-length isn't a very good compression in this case,
> > since the file-format of the tiles probably hasn't got much repeating
> bytes
> > in it.
>
> You'd be surprised, I think.  Anyway, the issue is the trade-off between
> fast decompression or a good compression rate.  More advanced compression
> techniques like LZW (as used in GIF) bring pretty good compression but
> decompression is slow on MSX and needs a lot of (temporary) memory...

There must be some not-too-slow-but-still-quite-good algorith out there...

And for real (drawn) images, RLE works. For the tiles however, there is
little to gain I think. Not really worth the effort.


~Grauw


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