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 :)
> >
> >
>

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