Lucy [hiatus era] 𒌋𒁯 on Nostr: mia suggested using CELT or SBC to compress the samples in my xm files.. if i can ...
mia suggested using CELT or SBC to compress the samples in my xm files.. if i can decode that fast enough ig.
im also just streaming the audio form rom already so that'd further reduce bandwidth.
im also streaming the levels the only actual reason i use "loading screens" is to swap the tileset..
i think when im done i might look into just using *both* new and old tileset fixing the indices on the fly because why tf not.
in theory you get 512 tiles per tileset. but because of using 10bit addressing and it's literally just vram you can access the tileset behind, so technically i can just merge my tilemap, fix the indices of the "new" region and then drop the fixing indices once the old map goes out of range.
that way, my game would truly have no loading screens no matter where you go. idk why they never did that back in the days probably just "it's what people are used to and it's easier" idk
Published at
2025-04-11 02:10:11 UTCEvent JSON
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"content": "mia suggested using CELT or SBC to compress the samples in my xm files.. if i can decode that fast enough ig.\r\nim also just streaming the audio form rom already so that'd further reduce bandwidth.\r\nim also streaming the levels the only actual reason i use \"loading screens\" is to swap the tileset..\r\ni think when im done i might look into just using *both* new and old tileset fixing the indices on the fly because why tf not.\r\n\r\nin theory you get 512 tiles per tileset. but because of using 10bit addressing and it's literally just vram you can access the tileset behind, so technically i can just merge my tilemap, fix the indices of the \"new\" region and then drop the fixing indices once the old map goes out of range.\r\n\r\nthat way, my game would truly have no loading screens no matter where you go. idk why they never did that back in the days probably just \"it's what people are used to and it's easier\" idk",
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