Pokémon B/W Front Sprites

Pokémon B/W Front Sprites

by Geotale

👁 216 ❤️ 21 ⭐ 14 🔄 1
Created: Oct 22, 2021 Last modified: Oct 23, 2021 Shared: Oct 23, 2021

Description

Left/Right arrow keys to switch displayed sprite after they've finished decompressing (Unlike my other projects, instead of converting base-64 to binary, it's actually decompressing everything to pixel data). https://turbowarp.org/588261162/fullscreen?stuck Might want this for faster decompression and faster scrolling Sprites extracted from a site that technically has comments so I'm not going to name it here (But I think anyone that would wonder already knows what it is). This is all 820 Pokémon B/W (non-shiny) front sprites, stored as pen. This actually compresses all of the data better than PNGs, taking 955760 characters to store all of the sprites in base-93, while the ZIP of all PNGs is ~1600000 bytes large in base-256! I didn't store everything to be quite as small as possible I don't think, at least when taking palettes into account, and different forms of already existing sprites. This compression format is sorta weird and complex -- It uses LZ77 along with a kinda complicated storage method for colors. It's basically: (Color table initialized to a transparent pixel) Offset of the sprite to the right Offset of the sprite downwards Width - 1 (stored in 2 characters if width >= 93) Height - 1 (stored in 2 characters if height >= 93) For every pixel in the sprite { If going to copy from previous data in the output { Number of pixels to copy - 1 (Must be < 47 pixels) Offset to copy from relative to current pixel (2 bytes) } Else { If the color table includes the color { If the index of the color in the color table is < 8 { 46 + 31 + index of color in color table } else { 46 + 31 + 8 + (index mod 8) 46 + All but last digit of floor(index / 8) in base 46 Last digit of floor(index / 8) in base 46 } } else { Convert color to number with each part being 5-bit 46 + First digit of color in base 93 Second and third digit of color in base 93 (Add color to color table) } } } So... yeah. A bit complicated, but hey, it works, and it makes it so this project doesn't even get close to the 5mb limit for *820* different sprites! I mean... who needs costumes anyways? If there aren't too many animation sprites maybe I'll try to add those in in the future or something?

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