I think they are using a similar algorithm. But I prefer this because is simpler and it's mine. It only uses 512bytes of RAM and can uncompress directly to the VRAM.
I see! The Pletter decompression routine cannot decompress directly to VRAM out of the box, that's true. I bet it would not be hard to add though (and the routine is less than 200 bytes, and uses 0 additional RAM), so it'd be cool to compare them anyway
Iirc a vram version is already on this forum somewhere
True!! I just found it here: https://www.msx.org/news/software/en/vram-depackers-bitbuste...
New version https://www.dropbox.com/s/5be16109zn3ac0w/mge.zip?dl=0
Added features:
- PT3 music
- ayFX sound effects
- Horizontal scroll (using the tiled map editor)
- Tilemap collisions
oh no! you are getting ahead of me. I haven't finished the trilo-tracker replayer yet.
Huh? I thought that the Trilobyte was developing the replayer themselves...
sorry, I meant that I am porting it to C, to include it in the rlengine. samsaga2 is ahead of me with his own engine, feature wise.
Very nice samsaga2!! Looking forward to see if anyone uses this for the MSXDev!!!
And geijoenr, is that video of your rlengine?