øAslickproductions.org/forum/index.php?PHPSESSID=q4c29v6tmbbnv0gvgpv2lv9nn7&topic=1912.45e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index11d7.htmldelayedslickproductions.org/forum/index.php?board=13.160e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index11d7.html.zxˆ@g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ`¦Dß_OKtext/htmlISO-8859-1gzip8:Öß_ÿÿÿÿÿÿÿÿÑHTue, 10 Mar 2020 07:40:15 GMT0ó°° ®0®P®€§²ð®ˆ@g^åß_ Partial (yet extensive) rewrite of the PlayStation port

Author Topic: Partial (yet extensive) rewrite of the PlayStation port  (Read 10264 times)

Gemini

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #45 on: January 28, 2014, 05:51:29 AM »
I actually worked directly on the SFC version only once, years ago. I think that could still be sorta done, but not without huge optimizations, like palette reorganization and better VRAM management. For example, injecting the improved battle backgrounds would required a massive palette search algorithm in order to compress 8 bit pictures to use no more than two palettes. :shadow: I do know more or less how the SFC code works, since it's what I use in IDA to decipher what the PSX counterpart does, but writing optimized code for the 65c816 definitively isn't my field of knowledge. :tongue:

Gedankenschild

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #46 on: January 28, 2014, 07:28:55 AM »
It doesn't have to be the GBA battle backgrounds. I actually experimented with porting back elements of the Wonderswan backgrounds, which are not bad at all. The SNES ones seem quite wasteful sometimes with lots of redundancy. Do you know how and where the tile layouts are stored? There does not seem to be any info on that in any documents I've looked at! I think there's a lot of room for improvent even with only two 8 color palettes if only tiles could be moved around more freely.



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