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Author Topic: Your Projects - Post and Critique -  (Read 32651 times) Bookmark and Share
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Runer112
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Date Registered: 02 July, 2009, 06:38:05
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« Reply #450 on: 27 July, 2010, 09:23:42 »
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(I realize this is technically a double post, but my last one was getting pretty full and was made a day ago, so I'm just making a new post.)

Well, I managed to finally get tilemap compression completely working. What used to be 40998 bytes of overworld tilemap data is now 18792! I can't tell exactly how long it takes to decompress the tilemap for each new area, but it's quite fast. Even without any DispGraphrr's activating during the decompression, the freeze is only slightly noticeable, so I only needed DispGraphrr to activate once or twice during the decompression. Most of the wait time when loading a new zone occurs while my super inefficient and super slow sprite routine draws the background sprites to arbitrary buffers (Hint hint, feature request *pokes Quigibo*). These backup buffers are needed so after drawing sprites on top of the background and the screen is updated, the sprites can be quickly erased and the background restored by just copying these backup buffers to the real ones.
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