For a screenshot, I know its not Dizzy, but it is one of the other mentioned games:
http://www.mobygames.com/game/flashback-the-quest-for-identity/screenshots I would expect this to be tiled, but it doesn't look directly tiled. See more mappy stuff at: http://www.vgmaps.com/Atlas/SuperNES/Flashback-QuestForIdentity-Level1-TitanJungle.png :-) On Wed, Jul 28, 2010 at 12:47 AM, Thomas Harte <[email protected]>wrote: > Further to this: I've been playing around with it today using a couple > of the more complicated screens from that Amiga map which didn't > feature the watermark (since it's an alpha transparency, causing the > number of colours to skyrocket), resized to 256 pixels across (which > makes 141 pixels high). For a sensible lower bound on what I should > expect, I saved them as PNGs and ran them through OptiPNG, PNGCrush, > and AdvPNG, keeping the smallest version. > > The first (Dylan and a tree) is 5,553 bytes as a PNG. The second > (featuring the Armorog) 6,108 bytes. > > In my quick dash at compression code, I implemented just a trivial > little LZ77, using an exhaustive search to pattern match and treating > each scan line as a completely separate thing to compress (and, as a > result, rounded up to the next full byte). Five bits for a literal, 17 > for a back reference, the native addressable thing being a nibble. > > From that, I got 6,080 bytes for the first screen and 7,170 for the > second. And this is without yet implementing a Huffman tree (probably > best done per screen) or any sort of predictor. > > So, it looks like on a 16 colour display the LZ77 may actually be the > most of it. In which case it's going to be hard to support the > conclusion that PNG is massively better than the various common > techniques when the Sam was a going concern. A Huffman tree is an easy > win and something I'll experiment with tomorrow hopefully and a > predictor is a useful addition even when dealing with hard edged low > colour graphics because it introduces the second dimension as a going > concern whereas LZ77 has no concept of that. > > Would it be possible to get a single screen hand prepared to be really > beautiful rather than ripped from a tilemap? > > On Tue, Jul 27, 2010 at 10:46 AM, Stefan Drissen > <[email protected]> wrote: > > Fair enough. You could of course create PNG tiles so that you do not need > to > > Flash! anything. You could then even also use a 256-colour PNG image as > map > > editor, the colour determining the tile... ;-) > > > > Flashback would be very cool - on the PC I don't remember it having > > scrolling. You would however also need to create an animated PNG / MPEG > > player for the animated sequences. > > > > Lots of fun things to do... :-) > > > > -----Original Message----- > > From: [email protected] [mailto:[email protected]] > On > > Behalf Of the_wub ! > > Sent: Monday, July 26, 2010 19:21 > > To: [email protected] > > Subject: Re: Dizzy (was: Porting spectrum games...) > > > > If png's can be used then I think we should do it even if using an > > image of tiles is a bit ironic! It would allow changes to be made to > > the image in the gimp rather than flash! if nothing else! ;) If a > > success, I don't dare to dream about scumm but another possible port > > would be Flashback, I can't remember how much if any scrolling is in > > there but something would be possible if pngs could be used as source > > gfx... > > I don't know enough to comment on the feasibility of it all but I do > > have a question, why use the PC bitmaps and not the ST? The Atari is > > already 16 colours and it would be easy enough to fancy them up a bit, > > make them a bit less tiley.. I'm saying this without having a good > > look at how the PC gfx would work in 16 colours though... > > > > Hey Warren! I'd guess that whichever direction the project goes > > there'll be tons to do. The more the merrier I say :) > > > > >
