How can I compress LuaZM sprites? Also, how should it be done? Should each image be decompressed when using copySprite(), or should I write my own sprite drawing routine?
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Either approach will work, but I think decompressing them and using the built-in routine will be somewhat faster (since I believe it's implemented in C).
Hmm... what is the built-in routine?? All I can find is copySprite...
flyingfisch wrote:
Hmm... what is the built-in routine?? All I can find is copySprite...


You first decompress using LUA (which I bet will be slow) and then you use copySprite to draw the uncompressed routine.
gbl08ma wrote:
flyingfisch wrote:
Hmm... what is the built-in routine?? All I can find is copySprite...


You first decompress using LUA (which I bet will be slow)...


Yeah, that's what I thought.... Maybe Kerm could make a built-in decompression routine?
If you tell me what sort of compression routine would be preferred and find me a good set of C code so I don't have to put too much time into it, I'd be happy to give it a try.
OK, i'm really not very knowledgeable about compression, so maybe someone else could help you there.... all i know is that the way it is right now, sprites take up way too much space. Wink
  
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