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GSLA Encoder - WIP - I think all that's left to do is to emit source bank skip opcodes, so the player can deal deal with data > 64K in size
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@@ -11,8 +11,6 @@
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#include "c2_file.h"
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#include "gsla_file.h"
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#include "lzb.h"
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//------------------------------------------------------------------------------
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static void helpText()
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{
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@@ -130,60 +128,6 @@ int main(int argc, char* argv[])
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anim.SaveToFile(pOutfilePath);
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}
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#if 0
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const std::vector<unsigned char*>& c1Datas = c2data.GetPixelMaps();
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// LZB Testing Code, that I should probalby remove from this file
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// Just ignore this block of code
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#if 1
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unsigned char workbuffer[64*1024];
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for (int idx = 0; idx < frameCount; ++idx)
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{
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int compressedSize = LZB_Compress(workbuffer, c1Datas[ idx ], 32 * 1024);
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printf("compressedSize = %d\n", compressedSize);
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unsigned char validationBuffer[ 32 * 1024 ];
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LZB_Decompress(validationBuffer, workbuffer, 32 * 1024);
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if (0 == memcmp(c1Datas[ idx ], validationBuffer, 32*1024))
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{
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printf("Decompression Validated\n");
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}
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else
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{
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printf("Decompression Corrupted\n");
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}
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}
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#else
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unsigned char workbuffer[64*1024];
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unsigned char workbuffer2[64*1024];
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for (int idx = 0; idx < frameCount; ++idx)
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{
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int oldCompressedSize = Old_LZB_Compress(workbuffer2, c1Datas[ idx ], 32 * 1024);
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printf("old compressedSize = %d\n", oldCompressedSize);
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int compressedSize = LZB_Compress(workbuffer, c1Datas[ idx ], 32 * 1024);
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printf("compressedSize = %d\n", compressedSize);
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unsigned char validationBuffer[ 32 * 1024 ];
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printf("Decompress OLD\n");
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LZB_Decompress(validationBuffer, workbuffer2, 32 * 1024);
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printf("Decompress NEW\n");
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LZB_Decompress(validationBuffer, workbuffer, 32 * 1024);
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if (0 == memcmp(c1Datas[ idx ], validationBuffer, 32*1024))
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{
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printf("Decompression Validated\n");
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}
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else
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{
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printf("Decompression Corrupted\n");
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}
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}
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#endif
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#endif
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}
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}
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