In one of previous posts I read about the simple Run Length Encoding compression and a decompression routine.
How should the RLE be used when it is supposed to decompress the map for a side scroller platform game? I can think of 2 options:
1) Decompress the whole level into memory just before a level is about to begin. Scrolling then will just require to copy from this memory area to the nametable. This option will demand a lot of work RAM.
2) Decompress the level data on the fly. i.e. Decompress the level data onto Name table whenever the need arise. Simple RLE will not help here I guess.
Any other suggestions will be appreciated.
How should the RLE be used when it is supposed to decompress the map for a side scroller platform game? I can think of 2 options:
1) Decompress the whole level into memory just before a level is about to begin. Scrolling then will just require to copy from this memory area to the nametable. This option will demand a lot of work RAM.
2) Decompress the level data on the fly. i.e. Decompress the level data onto Name table whenever the need arise. Simple RLE will not help here I guess.
Any other suggestions will be appreciated.