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Author Topic: Compression Challenge -  (Read 3749 times) Bookmark and Share
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Builderboy
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« on: 09 December, 2010, 02:16:09 »
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So i have started working on the title screen, and it is quite detailed and i want to refrain from just posting all 768 bytes into the program, as i feel that would be a bit large.  And so, i have decided to make a compression challenge!  Whoever can compress this screen into the least number of bytes will get their name in the credits and my eternal respect and gratitude Cheesy Note that the final size should include everything that is needed to put the screen into L6, through whatever means necessary.

Note: I decided to release the real title screen Tongue


* portal2 - Copy.bmp (18.05 KB, 96x64 - viewed 388 times.)
« Last Edit: 09 December, 2010, 02:37:59 by Builderboy » Logged

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« Reply #1 on: 09 December, 2010, 02:23:51 »
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* Runer112 accepts your challenge Evil

EDIT: I should ask: what drawing routines will already exist in the program? I don't want to use the rectangle routine, for instance, if it doesn't already exist and adding it would inflate the code larger than using some other method.
« Last Edit: 09 December, 2010, 02:25:26 by Runer112 » Logged
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« Reply #2 on: 09 December, 2010, 02:24:17 »
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Do you use Rect()/RectI() in portal's code already? because then the routines are only like 15 bytes to call instead of having to include a 200 byte subroutine.
by the way, the image is 192 x 134... is that intentional?
« Last Edit: 09 December, 2010, 02:24:48 by nemo » Logged


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« Reply #3 on: 09 December, 2010, 02:27:53 »
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Yes rect and rectI() are both used, including line() and all the pixel/sprite commands.  As for the size, Big frown i'll upload a new version really quick
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« Reply #4 on: 09 December, 2010, 02:29:53 »
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Yes rect and rectI() are both used, including line() and all the pixel/sprite commands.  As for the size, Big frown i'll upload a new version really quick

unless you plan on having a title screen that can scroll an amazing..... three pixels!
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« Reply #5 on: 09 December, 2010, 02:30:53 »
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Haha negative Tongue
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« Reply #6 on: 09 December, 2010, 02:40:35 »
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wouldn't that be three screens?
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« Reply #7 on: 09 December, 2010, 02:41:30 »
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Hmm?  In what way?
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« Reply #8 on: 09 December, 2010, 02:45:22 »
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can the screen be assumed cleared?
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« Reply #9 on: 09 December, 2010, 02:45:40 »
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Sure
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« Reply #10 on: 09 December, 2010, 02:56:13 »
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Does the DrawInv routine already exist?
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« Reply #11 on: 09 December, 2010, 03:04:15 »
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Nope
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« Reply #12 on: 09 December, 2010, 03:04:41 »
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RotCC/RotC?
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« Reply #13 on: 09 December, 2010, 03:07:59 »
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Nope
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« Reply #14 on: 09 December, 2010, 04:52:48 »
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The tricky part of this is trying to compress it in a way that the size of the code itself doesn't offset the amount of data saved, because not much data is being compressed.

But I got 608 bytes. Storing the data as a raw picture and putting it onto the screen and buffer would take 777 bytes. If anyone gets any better, let me (and Builderboy) know.

EDIT: 606 bytes.

EDIT 2: 605 bytes.

EDIT 3: 602 bytes. I think this is as small as I'm going to get it, so I'm attaching what I have. I included two versions because, although the second is 2 bytes larger than the first, you might consider it better. Whereas the second one updates the screen all at once, the first one updates the screen 4 times throughout the process due to the Bitmap() calls drawing directly to the screen. This slight delay isn't very noticable, but I figure I'll just give you both options.

* PRTLMSRC.8xp (1.56 KB - downloaded 90 times.)
* PRTLMSRC2.8xp (1.57 KB - downloaded 68 times.)
« Last Edit: 09 December, 2010, 06:12:13 by Runer112 » Logged
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