Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Elliott Lee Newsgroups: scee.yaroze.freetalk.english Subject: Re: Compressing TIMs... Date: Mon, 28 Sep 1998 23:39:23 -0700 Organization: SCEA News Server Lines: 43 Message-ID: <3610809B.A818E49D@shell.jps.net> References: <36101E37.52C5@mundivia.es> NNTP-Posting-Host: svalliap-isdn2.cisco.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; U) Check this out: http://yaroze-world.org/html/ps_code.html Decompression stuff available. - e! Toby Sargeant wrote: > > On Tue, 29 Sep 1998 01:39:35 +0200, Javier Ventoso wrote: > >Hi All, > > > >A few days ago, I started to code a ms-dos program to compress > >TIMs in PSX main memory and restore it in frame buffer. > >You can download the program 'TimZip' ( with sources ) and an > >example in my page: http://www.netyaroze-europe.com/~javier/ > >This is a Beta version, only works with 4/8 bits TIM formats, > >I've only implemented RLE encoding method, I've tested Huffman tress > >encoding but it doesn't compress enought. > >Anyway, if your TIMs hasn't got some blocks of lines with the > >same color, your compress TIM could be greater than original TIM!!!. > > > >Next updates: Full TIMs/VABs/VAGs support, LZW+RLE encoding or > >maybe Fractal/JPG. > > > >Cheers. > > > >Javi. > > Maybe it's an idea to port zlib to the playstation. it does adaptive > huffman encoding and lzw compression. the source is freely available, > and it's the same algorithm that gzip and pkzip use. it'd save you > a lot of work, in the long run. > > Toby. -- Mata ne, ... ... - e! ::' tenchi@shell.jps.net ':: (Protocol) :: ACiD -/- ACS -/- pHluid -/- Yaroze :: (Tenchikun) ::. http://www.jps.net/tenchi .:: ''' '''