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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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Re: emulator efficiency
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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Kakashi
Joined: Mon 20 Apr 2009, 08:11:50 Posts: 5266 Location: 日本
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Re: emulator efficiency
_________________ CaptainJistuce: He's totally in the wrong, Kakashi's 100% in the right. Note: The above statement is subject to act of byuu.
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Sat 14 Jun 2014, 08:46:12 |
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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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Re: emulator efficiency
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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Kakashi
Joined: Mon 20 Apr 2009, 08:11:50 Posts: 5266 Location: 日本
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Re: emulator efficiency
_________________ CaptainJistuce: He's totally in the wrong, Kakashi's 100% in the right. Note: The above statement is subject to act of byuu.
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Sat 14 Jun 2014, 09:09:08 |
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FlyingJester
Joined: Thu 19 Sep 2013, 17:35:33 Posts: 189
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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.
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Sat 21 Jun 2014, 20:00:51 |
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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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Re: emulator efficiency
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 |
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FlyingJester
Joined: Thu 19 Sep 2013, 17:35:33 Posts: 189
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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!
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Sun 22 Jun 2014, 04:32:59 |
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jchadwick
Joined: Tue 21 Feb 2012, 05:42:15 Posts: 2564
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Re: emulator efficiency
Placeholder file? I can see it working out.
_________________ "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." --Bjarne Stroustrup
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Sun 22 Jun 2014, 05:31:08 |
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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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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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creaothceann
Joined: Fri 10 Apr 2009, 18:17:56 Posts: 3308 Location: Germany
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Re: emulator efficiency
A raw binary file of x*3 bytes sounds easier...
_________________ "The first time I watched [FLCL] I was like 12 or 13 and I was scared and confused." - isthisagoodusername "I think it's more natural for human beings to be anxious. I think happiness is nothing but an illusion." - Hideaki Anno "If you can't joke about incest in anime then what kind of world are we living in?!" - gothicmaster
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Sun 22 Jun 2014, 13:31:26 |
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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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Re: emulator efficiency
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 |
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Exophase
Joined: Sat 18 Apr 2009, 16:06:52 Posts: 2208
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Re: emulator efficiency
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Sun 22 Jun 2014, 19:20:42 |
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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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Re: emulator efficiency
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 |
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cooprocks123e
Joined: Wed 30 Jun 2010, 22:54:37 Posts: 86 Location: Canada
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Re: emulator efficiency
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, 20:23:28 |
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Kawa
Joined: Sun 05 Sep 2010, 15:42:48 Posts: 1344
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Re: emulator efficiency
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Sun 22 Jun 2014, 20:39:18 |
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