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.
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?
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
https://xkcd.com/1683/
I love how mouseover text doesn’t quite display correctly on my mobile browser, especially with that one.
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.
I wander what it will be in some modern format like WEBP or JPEG XL.
We use BMP in this house, mister! As the Lord defined in the Bible
This isn’t a fair comparison.
The game should get to go through the same compression algorithms first.
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?
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.