Difference between revisions of "RLEp"
From MSX Game Library
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− | The '''RLEp''' format is a variant of the RLE compression ([https://en.wikipedia.org/wiki/Run-length_encoding Run-length encoding]) with the particularity of having 2 bits reserved to encode a pattern type and 6 bits for its length (max length is 64). | + | The '''RLEp''' format is a variant of the RLE compression ([https://en.wikipedia.org/wiki/Run-length_encoding Run-length encoding]) with the particularity of having 2 bits reserved to encode a pattern type and 6 bits for its length (max length is 64 bytes per pattern). |
Pattern types: | Pattern types: |
Latest revision as of 00:11, 16 December 2023
The RLEp format is a variant of the RLE compression (Run-length encoding) with the particularity of having 2 bits reserved to encode a pattern type and 6 bits for its length (max length is 64 bytes per pattern).
Pattern types:
Val | Name | Min len | Desc. |
---|---|---|---|
[00¦len] | Default value | 2 | Repeat default value len times. The default value is either 0 or the first byte of the RLEp code. |
[01¦len][value] | 1 byte | 2 | Repeat the next character len times. |
[10¦len][value][value] | 2 bytes | 2 | Repeat the next two characters len times. |
[11¦len][value][value]... | Uncompress | 0 | Followed by a list of non-compressed bytes of size len. |
The efficiency of RLEp encoding is highly data-dependent. Data with "holes" or repetitions, such as sprites, can have a very good compression ratio, whereas a bitmap image teeming with detail will have a very poor (or even negative) compression ratio.