I've added a decoder for the SNES to my tile compression package: http://jiggawatt.org/badc0de/sixpack/.
The algorithm used is LZSS so it's not exactly optimal, but it can achieve decent compression. The decoder is currently not as flexible as the Master System version I wrote earlier - it lacks the ability to decode tiles where unused bitplanes have been removed for example.
The decoder uses about 4kB of RAM starting at $7F0000 + 16 bytes of DP RAM starting at $80 (the addresses can be modified with some defines in the decoder).
There's a test ROM with source code included.
The algorithm used is LZSS so it's not exactly optimal, but it can achieve decent compression. The decoder is currently not as flexible as the Master System version I wrote earlier - it lacks the ability to decode tiles where unused bitplanes have been removed for example.
The decoder uses about 4kB of RAM starting at $7F0000 + 16 bytes of DP RAM starting at $80 (the addresses can be modified with some defines in the decoder).
There's a test ROM with source code included.