iratahack / bmp2tilecompressors

Compression DLLs for BMP2Tile

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bmp2tile-compressors

Compression DLLs for BMP2Tile

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Overview

BMP2Tile supports plug-in compressors, somewhat inspired by Winamp. This repo holds all the ones I've written, plus some that were contributed by others. As far as is possible, I try to also include decompressors for use in homebrew and ROM hacks.

Releases

Automated builds are available on the Releases page.

Compressors

DLL name Short name Longer name Description Tiles supported Tilemap supported
1bppraw 1bpp 1bpp raw (uncompressed) binary One bit per pixel tiles - discards upper bits
2bppraw 2bpp 2bpp raw (uncompressed) binary Two bits per pixel tiles - discards upper bits
3bppraw 3bpp 3bpp raw (uncompressed) binary Three bits per pixel tiles - discards upper bit
aPLib aPLib aPLib aPLib compression library
apultra apultra aPLib (apultra) apultra aPLib compressor - better compression for the same format
exe (configurable) (configurable) Wraps arbitrary external programs, passing data via files. This is useful if you do not want to implement your algorithm in the form of a DLL.
exomizerv2 exomizer Exomizer v2 Exomizer v2 compression ⚠ Seems to crash on some inputs
highschoolkimengumi hskcompr High School Kimengumi RLE Compression from the game High School! Kimengumi
lsb lsbtilemap LSB-only tilemap Least significant byte of tilemap data
lz4 lz4 LZ4 (raw) LZ4 compression library
lzsa1 lzsa1 LZSA1 LZSA compression library
lzsa2 lzsa2 LZSA2 LZSA compression library
oapack oapack aPLib (oapack) oapack aPLib compressor - better compression for the same format
phantasystar pscompr Phantasy Star RLE Compression from the game Phantasy Star
psgaiden psgcompr PS Gaiden Compression from the game Phantasy Star Gaiden
pucrunch pucrunch Pucrunch Pucrunch algorithm
raw bin Raw (uncompressed) binary Does no compression at all
sonic1 soniccompr Sonic 1 Tile compression from the game Sonic the Hedgehog
sonic2 sonic2compr Sonic 2 Tile compression from the game Sonic the Hedgehog 2
stc0 stc0compr Simple Tile Compression 0 @sverx's stc0
zx0 zx0 ZX0 ZX0 compression library
zx7 zx7 ZX7 (8-bit limited) Variant of ZX7 compression library tweaked for performance

Decompressors

All are for emitting data direct to VRAM on Master System, using Z80 decompressors. Decompression to RAM will generally be smaller.

Description ROM (bytes) RAM (bytes, not including stack)
aPLib 303 5
aPLib (fast) 333 0
Exomizer v2 (⚠ Broken) 208 156
LZ4 136 0
LZSA1 207 0
LZSA2 332 0
Phantasy Star RLE 188 0
PS Gaiden 223 34
PS Gaiden (fast) 1028 32
Pucrunch (⚠ Broken) 412 44
Sonic 162 8
Sonic 2 289 39
ZX0 157 0
ZX0 (fast) 274 0
ZX7 117 0

Note that the technologies marked with ⚠ above fail the automated benchmark tests, with crashes in the compressor or incorrect decompressed output. They could be fixed but as they are rather old, they are probably not competitive with newer compressors.

Benchmark

Based on a benchmark corpus made of tilesets and title screens, here's a scatter of the results.

How to read:

  • Further to the right is faster
  • Further up is better compression
  • The scatter for a particular colour group is across a corpus of realistic Master System tile data
  • Each colour group has an ellipse showing the standard deviation, with a + in the middle showing the mean, across the test corpus.

There can be wide variation in performance between compressors depending on your data; you may want to try a few options for your specific use case.

Other compressors

Here's some other compressors people have made.

Name Link Description Tiles supported Tilemap supported
ShrunkTileMap https://github.com/sverx/STMcomp Compresses tilemaps with specific support for sequential tile indices

About

Compression DLLs for BMP2Tile

License:MIT License


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