this post was submitted on 01 Jul 2024
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[–] [email protected] 43 points 4 months ago (4 children)

Does it though? This is a very compressable image. It's around 30kb on my system, and that's with the extra text on top

[–] [email protected] 2 points 4 months ago

We use BMP in this house, mister! As the Lord defined in the Bible

[–] [email protected] 3 points 4 months ago* (last edited 4 months ago) (1 children)

This isn't a fair comparison.

The game should get to go through the same compression algorithms first.

[–] [email protected] 4 points 4 months ago (1 children)

That's just not possible, game data is not image data. For example image compression is lossy and based on quadtree representations etc., how would you apply this to code and sprites?

[–] [email protected] 4 points 4 months ago

So you think running a video game through a jpeg compressor would be a bad idea?

I'm ready to roll up my sleeves, man. A little elbow grease can work miracles.

[–] [email protected] 10 points 4 months ago (1 children)

The game only had 16 colors (4bit) and a resolution of 256x240. If you store it in the original dimensions and apply loseless compression it could be much smaller.

[–] [email protected] 3 points 4 months ago

I wander what it will be in some modern format like WEBP or JPEG XL.

[–] [email protected] 43 points 4 months ago (1 children)
[–] [email protected] 2 points 4 months ago

I love how mouseover text doesn't quite display correctly on my mobile browser, especially with that one.