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emulator efficiency 
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Joined: Sun 05 Sep 2010, 15:42:48

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Post Re: emulator efficiency
Kakashi wrote:
Mednafen needs a motherboard file. This discussion is moot.
Yes, this is totally something that we need to get together and have a proper discussion about.

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Sat 14 Jun 2014, 08:43:13
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Post Re: emulator efficiency
Kawa wrote:
Kakashi wrote:
Mednafen needs a motherboard file. This discussion is moot.
Yes, this is totally something that we need to get together and have a proper discussion about.

Are you stalking me?

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Sat 14 Jun 2014, 08:46:12
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Post Re: emulator efficiency
Kakashi wrote:
Are you stalking me?
I follow this thread. You just happen to post in it.

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Sat 14 Jun 2014, 09:08:03
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Post Re: emulator efficiency
Kawa wrote:
Kakashi wrote:
Are you stalking me?
I follow this thread. You just happen to post in it.

*squints*

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Sat 14 Jun 2014, 09:09:08

Joined: Thu 19 Sep 2013, 17:35:33

Posts: 189
Post Re: emulator efficiency
The horrible part of the compression thread is that, from the first post, it sounds like he was after the TGA format all along.

Sat 21 Jun 2014, 20:00:51
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Post Re: emulator efficiency
FlyingJester wrote:
The horrible part of the compression thread is that, from the first post, it sounds like he was after the TGA format all along.
Did you mean "one of the TGA formats"? Because I distinctly remember hacking a screenshot feature into bsnes way back then that saved to TGA without any compression at all.

Edit: says here your options are uncompressed and RLE. And "no image at all", strangely.

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Sat 21 Jun 2014, 20:29:41

Joined: Thu 19 Sep 2013, 17:35:33

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Post Re: emulator efficiency
RLE, I mean.

No compression TGA is nice because it's one of the simplest ways to just dump a bunch of pixels to a file--you can even flip it vertically, which is really nice for OpenGL.

I have no idea what not including an image would be good for!

Sun 22 Jun 2014, 04:32:59

Joined: Tue 21 Feb 2012, 05:42:15

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Post Re: emulator efficiency
Placeholder file? I can see it working out.

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Sun 22 Jun 2014, 05:31:08
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Post Re: emulator efficiency
Perhaps for when you want to store only a palette.

After all, there's a separate byte to tell if there is a palette, and the specs only say you should set it to zero and skip the data when saving TrueColor, but a TrueColor image can still have palette data. So why not a TGA file with a palette and no image?

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Sun 22 Jun 2014, 13:12:13
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Post Re: emulator efficiency
A raw binary file of x*3 bytes sounds easier...

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Sun 22 Jun 2014, 13:31:26
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Post Re: emulator efficiency
creaothceann wrote:
A raw binary file of x*3 bytes sounds easier...
Yes, but that tells you nothing. Is it 64 RGB entries, or 48 RGBA? 96 SNES-style 15-bit?

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Sun 22 Jun 2014, 14:02:21

Joined: Sat 18 Apr 2009, 16:06:52

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Post Re: emulator efficiency
Kawa wrote:
creaothceann wrote:
A raw binary file of x*3 bytes sounds easier...
Yes, but that tells you nothing. Is it 64 RGB entries, or 48 RGBA? 96 SNES-style 15-bit?


102 SNES-style 15-bit?!

Sun 22 Jun 2014, 19:20:42
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Post Re: emulator efficiency
Exophase wrote:
Kawa wrote:
creaothceann wrote:
A raw binary file of x*3 bytes sounds easier...
Yes, but that tells you nothing. Is it 64 RGB entries, or 48 RGBA? 96 SNES-style 15-bit?
102 SNES-style 15-bit?!
I may have made a mistake somewhere, being crap at math.

64 × 3 bytes (RGB888) = 192 bytes.
So I reckoned, 192 ÷ 4 (RGBA8888) = 48 colors, and 192 ÷ 2 (RGB555 with one wasted bit, among other options) = 96 colors.

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Sun 22 Jun 2014, 20:18:30

Joined: Wed 30 Jun 2010, 22:54:37

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Location: Canada
Post Re: emulator efficiency
Exophase didn't waste the bit.
96 empty bits / 15 bits per colour = 6.4 more colours.

Sun 22 Jun 2014, 20:23:28
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Post Re: emulator efficiency
cooprocks123e wrote:
Exophase didn't waste the bit. 96 empty bits / 15 bits per colour = 6.4 more colours.

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Sun 22 Jun 2014, 20:39:18
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