I looked for a program that could convert video files to planar format that can be used in SNES games, but I couldn't find any, and I'm only starting to learn C++ and I don't want to reinvent the wheel.
This has to do with the "bad apple" demo I've been wanting to make. I'm pretty much finished with the compression algorithm in asm. I just need a compressor for the following format:
The data stream alternates between compressed tile maps and compressed 2bpp tile patterns, with the compressed tile map always first.
Tile maps are compressed with 1 byte for each group of tiles.
00xxxxxx = x many white tiles in a row
01xxxxxx = x many black tiles in a row
10xxxxxx = x many 2bpp patterned tiles in a row
11xxxxxx = same as above
After the compressed tile map data is the compressed tile patterns.
The first 16-bit word, has each bit corresponding with a row of 8 pixels for the first 2 8x8 tiles, followed by the rows of 8 pixels themselves.
0 = repeat last row of pixels
1 = fetch new row of pixels
...and the pattern repeats.
This has to do with the "bad apple" demo I've been wanting to make. I'm pretty much finished with the compression algorithm in asm. I just need a compressor for the following format:
The data stream alternates between compressed tile maps and compressed 2bpp tile patterns, with the compressed tile map always first.
Tile maps are compressed with 1 byte for each group of tiles.
00xxxxxx = x many white tiles in a row
01xxxxxx = x many black tiles in a row
10xxxxxx = x many 2bpp patterned tiles in a row
11xxxxxx = same as above
After the compressed tile map data is the compressed tile patterns.
The first 16-bit word, has each bit corresponding with a row of 8 pixels for the first 2 8x8 tiles, followed by the rows of 8 pixels themselves.
0 = repeat last row of pixels
1 = fetch new row of pixels
...and the pattern repeats.