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Are there any open source sprite format?

Name: Anonymous 2011-09-10 0:13

PNG just plainly sucks. I has no support for animations, timing or delta compression and sequence names. Also, PNG is slow at random access (you have to decompress image before use). Proprietary formats (like Diablo 2 DCC) are much better, but highly specialized for their games: some have no true color, other have no directions.

Name: Anonymous 2011-09-10 0:17

Always make custom properietary formats to tailor and optimize your data for your use cases.

Name: Anonymous 2011-09-10 0:19

Yeah, I know one you might use.
It's called "raw".
All you do is write pixel data uncompressed into a file.

Name: Anonymous 2011-09-10 0:22

>>2
But you can't easily interchange proprietary formats!

Name: Anonymous 2011-09-10 0:22

>>3
It's a bad format. Sprites are far better compressed using LZW+RLE combination.

Name: Anonymous 2011-09-10 0:28

>>4
You don't need to. Just use PNG/MNG for your intermediary formats during development and text files (json, s-expressions, etc.) for metadata. Before shipping your final deliverable, use your preprocessing tools to reformat and pack your data into native binary formats for the target platform in a single contiguous file and ordered for optimal sequential loading.

Name: Anonymous 2011-09-10 0:32

>>5
LZW/RLE is bad because it increases loading time because you have to decompress it in software. It's better to use raw for most pixel art, or native hardware compression formats like DXTC/S3/PVRTC which you can just copy over to VRAM straight with no software decompression.

Name: Anonymous 2011-09-10 0:35

Wesnoth uses some retarded packing scheme to put all sprites into single image.
http://wiki.wesnoth.org/GSoC_Sprite_Sheets_Shuger

Name: Anonymous 2011-09-10 0:37

>>7
Nope. You decompress part of sprite only when you need it, then cache the result. Like Diablo 2 does: it decompresses only single direction (which is delta-compressed).

Name: Anonymous 2011-09-10 0:38

>>8
It's not retarded, it's actually smart. If you intend to use 3D hardware for 2D sprite rendering, packing sprites into texture atlases is the only way to keep your draw calls and state switching down and performance at optimum. You might not think performance matters for 2D games, but better performance means less time spent per frame, and if you synch to vertical refresh rate it means less overall power consumption, which is good for games on mobile devices.

Name: Anonymous 2011-09-10 0:38

>>7
It's a bad idea to do anything in hardware. It makes code nonportable.

Name: Anonymous 2011-09-10 0:39

>>10
see >>11

and for software, RLE is much faster than uncompressed, because sprites have big transparent regions.

Name: Anonymous 2011-09-10 0:40

>>9
That only made sense when machines had 16MB or less of RAM. Last time I checked, my phone had 512MB of RAM and it costs $120 for a 16GB kit of desktop DDR3 at 1600MHz. Might as well use that RAM to increase performance and decrease power consumption, as well as simplify your source code.

Name: Anonymous 2011-09-10 0:42

>>13
1. CPU caches
2. distribution size

Name: Anonymous 2011-09-10 0:42

So many casual amateurs in here. >>7 is right. Profressional game developers favor RAW or hardware-supported texture compression formats these days. RLE is stupid.

Name: Anonymous 2011-09-10 0:43

>>13
http://www.mobygames.com/game/diablo-ii/techinfo
16MB or less of RAM.
Minimum RAM Required     64 MB

Name: Anonymous 2011-09-10 0:44

>>13
Those points don't mean jack shit because you have to decompress it to a buffer at some point anyway meaning you end up touching the amount of memory you normally would had you just used a native raw format.

Name: Anonymous 2011-09-10 0:45

>>16
It's a Windows game. The diablo.exe process itself only uses around 20-30MB of RAM, the rest is for the operating system and background processes so the computer doesn't grind to a halt.

Name: Anonymous 2011-09-10 0:46

>>15
What if I have no hardware support on my PC (Linux, Reactos or Haiku) or dont whant to bloat my software with DirectX?

Name: Anonymous 2011-09-10 0:47

>>17
LZW is fast enough (a few bitshifts per pixel) for direct writing to frame buffer.

Name: Anonymous 2011-09-10 0:48

>>19
Then you just use raw uncompressed images. Storage space and RAM capacity are no longer an issue. RLE is slower because you have to convert to a RAW format to display it anyway.

For distribution over the internet, using bz2 or lzma for your entire distributable is as good as PNG compression.

Name: Anonymous 2011-09-10 0:49

>>20
Enjoy your 50% less battery life while playing whatever game does that for rendering.

Name: Anonymous 2011-09-10 0:51

>>17
Cache memory consists only of on-screen sprites, which is much smaller than total compressed sprite memory (all mobs and dodads used on map).

Name: Anonymous 2011-09-10 0:52

>>23
It's not 1999 anymore.

Name: Anonymous 2011-09-10 0:52

>>21
But raw is slower than compressed!

Name: Anonymous 2011-09-10 0:54

>>25
No it is not.

Name: Anonymous 2011-09-10 0:54

>>24
Which means you can write lame Java code, that requires 6GHz CPU + 16 Gb RAM to run Mario?

Name: Anonymous 2011-09-10 0:54

>>26
It's.

Name: Anonymous 2011-09-10 0:55

>>25
How is just straight memcpy'ing slower than a decompression algorithm?

Name: Anonymous 2011-09-10 0:55

So are there any good sprite format or I've to invent another one?

Name: Anonymous 2011-09-10 0:56

>>29
You cant memcpy 8-bit palette sprite into 32-bit frame buffer.

Name: Anonymous 2011-09-10 0:57

>>31
Why would you want to use an 8-bit palette sprite with a 32-bit frame buffer when a 32-bit RGBA native raw sprite is faster to just memcpy around?

Name: Anonymous 2011-09-10 1:04

>>32
Because it allows color cycling and recoloring? Because it original was drawn as 8-bit? Because 8-bit pixelart looks better than blurred 24-bit continuous tones?

Name: Anonymous 2011-09-10 1:06

Just admit it, Crysis, with all its antialiasing and texture filtering, looks like amateur crap compared to good old 8-bit Street Fighter sprites.

Name: Anonymous 2011-09-10 1:09

>>33
You can always convert 8-bit paletted images to 32-bit RGBA during preprocessing when packing your data for your final build, while using 8-bit for development and you get the exact same result as you would had to tried to manually do a pallete lookup per pixel in code.

As for color cycling/recoloring, I suppose those are valid reasons if your an amateur and your head is still stuck in 1990s development techniques, but on modern hardware, even a 2002-2003 era SM 2.0 pixel shader from DX8/GL2 could easily handle that and allow you to do so much more when it came to implementing special effects while letting you work with 32-bit RGBA sprites.

Name: Anonymous 2011-09-10 1:12

>>35
Hell, what am I saying, you don't even need pixel shaders for coloring, you can just use the fixed function pipeline and set up some colored lighting parameters in the texture stage.

Name: Anonymous 2011-09-10 1:12

>>35
You can always convert 8-bit paletted images to 32-bit RGBA during preprocessing when packing your data for your final build,
Why should I?

on modern hardware,
What if I have no hardware support on my PC (Linux, Reactos or Haiku) or dont want to bloat my software with DirectX?

Name: Anonymous 2011-09-10 1:13

>>34
Thats because they don't have Unlimited Detail Technology which would makes EVERYTHING a voxel sprite.

Name: Anonymous 2011-09-10 1:14

>>36
Do you know, that OpenGL damages pixel colors with its othogonal projection?

Name: Anonymous 2011-09-10 1:16

>>37
Linux has hardware support unless you're a complete moron. Haiku supports Mesa 3D and has a Linux driver emulation layer which works quite nicely. Reactos has mostly working Windows XP driver support and is known to be able to run 3D games such as half-life, half-life 2, etc.

Name: Anonymous 2011-09-10 1:19

>>39
Let me guess, it's because you forgot to adjust your polygon coordinates by 0.5 for texel -> pixel accurate rendering?

Name: Anonymous 2011-09-10 1:20

>>40
Linux has hardware support...
if you reverse engineer DirectX driver and write Linux one.

Haiku supports Mesa 3D
On my OLPC XO-1 Mesa is a little slow, compared to plain frame buffer.

Name: Anonymous 2011-09-10 1:22

>>42
What GPU are you trying to use on Linux that doesn't have driver support?

Name: Anonymous 2011-09-10 1:22

>>41
Nope. DosBOX OpenGL output has noticeable difference over software one. This leads to conclusion that OpenGL is crap and should be avoided.

Name: Anonymous 2011-09-10 1:23

>>43
PlayStation 3?

Name: Anonymous 2011-09-10 1:26

I take it you haven't heard that you can root it, and that a recent version of the PS3 SDK is available from pirate sites? Or if you want to go legit on the PSN Store, that the official dev-kit only costs $3000.

Name: Anonymous 2011-09-10 1:27

>>44
Or that the DosBOX developers are idiots and don't know how to use OpenGL?

Name: Anonymous 2011-09-10 1:33

>>46
There is an official Linux support for PS3. It has no 3D, but you can still play all your beloved software games on TV screen using joypad.

Name: Anonymous 2011-09-10 1:34

>>48
Same goes for PlayStation 2, which doesnt have OpenGL at all.

Name: Anonymous 2011-09-10 1:43

>>49
It's like you're stuck in the past.

Name: Anonymous 2011-09-10 1:46

>>50
Past had much better games. Enjoy your Crysis.

Name: Anonymous 2011-09-10 1:49

>>51
Enjoy your nostalgia goggles, old games are actually shitty. Get over it.

Name: Anonymous 2011-09-10 1:54

>>52
Please, wake me up, when Crysis will be able to produce images like following:
http://www.mobygames.com/images/shots/l/183471-tales-of-destiny-ii-playstation-screenshot-the-pair-brings.png

Name: Anonymous 2011-09-10 2:27

>>53
Wake me when I can get some Ugg Boots for real cheap.

Name: Anonymous 2011-09-10 4:46

Name: VIPPER 2011-09-10 4:53

Name: Anonymous 2011-09-10 5:13

>>44

this could also be due to system opengl drivers, your video card drivers, etc. also, color values represented as 0 to 255 integers are going to be turned into a 0 to 1 number in opengl, and depending on your gfx card, some precision might be lost.

Name: Anonymous 2011-09-10 6:18

>>57
color values represented as 0 to 255 integers are going to be turned into a 0 to 1 number in opengl
That is why I wont use OpenGL for pixel-art drawing.

Name: Anonymous 2011-09-10 6:20

>>55
sprites are stored as actual machine code instructions
hardcore.

Name: Anonymous 2011-09-10 6:23

>>58
Why is that?

(float) x / 255

Name: Anonymous 2011-09-10 6:33

>>59
It's not hardcore. It's essentially primitive JIT compilation.

Name: Anonymous 2011-09-10 6:45

>>57
I've done a test with an old r300 and the precision is near-perfect. With Mesa it is perfect.
The filters are LINEAR_MIPMAP_LINEAR and LINEAR.

Name: Anonymous 2011-09-10 9:19

This thread is painful to read. This is the problem with ``Software Engineering'' and seemingly simple things: a lot of imbeciles who have no clue of what they're talking about think spouting their misinformed opinions is a good idea.

Name: Anonymous 2011-09-10 11:13

>>63
that's not funny -- my brother got his PhD that way

Name: Anonymous 2011-09-10 13:50

>png
>not animated
Are you retarded op?

>HURDUR DECOMPRSSHUIN
>not using even the most basic engines which support pre-loading sprites, SINCE EVERY FUCKING FORMAT HAS TO BE IN UNCOMPRESSED RGB OR SOME SUCH NONSENSE BEFORE BEING RENDERED

Name: tdavis 2011-09-10 13:57

LoseThos has a format and editor.  You'll have to make a renderer for operating systems besides LoseThos.

Name: Anonymous 2011-09-10 15:13

>>65
Are you retarded op?
No. GIFs are far superior to PNG. They even support frame timing.

>EVERY FUCKING FORMAT HAS TO BE IN UNCOMPRESSED RGB OR SOME SUCH NONSENSE BEFORE BEING RENDERED
RGB is slower, than 8-bit paletted RLE sprites.

Name: Anonymous 2011-09-10 15:58

GIF is also proprietary

whereas PNG is glorious open source grade

Name: Anonymous 2011-09-10 16:03

>>68
PNG is glorious open source grade
That explains why it sucks and uses primitive LZ77 (developed by two stupid jews), instead of much cooler LZW.

Name: Anonymous 2011-09-10 16:07

Sure are some fucking trolls in this thread thinking that 8-bit sprites are faster than 32-bit RGBA sprites when the backbuffer itself is 32-bit RGBA.

Name: Anonymous 2011-09-10 16:11

>>70
8-bits sprites are more cache efficient, and back in my time, all graphics cards had hardware support for colour palettes.

Name: Anonymous 2011-09-10 16:15

>>71
Only when the back buffer itself was 8-bit paletted, and you had to use a single palette for the entire scene.

Someone else mentioned using a 32-bit RGBA back buffer with 8-bit paletted sprites being faster earlier in the thread, perhaps it was you.

You don't have hardware support for that, you have to manually lookup each pixels color in the palette when rendering and that incurs an extra indirection and instruction dependencies. Even if it's all in the L1 cache, it can still be 4-5 extra cycles of latency for the indirection per pixel, and even slower than that if you can't adequately pad the instruction pipeline to spread out instruction dependencies.

What used to be the case is no longer true. You're living in the past.

Name: Anonymous 2011-09-10 16:19

>>72
4-5 extra cycles of latency for the indirection per pixel
Bullshit. Kill yourself, faggot.

Name: Anonymous 2011-09-10 16:24

>>73
It's not bullshit. You kill yourself for not knowing basic memory controller architectures or anything to do with instruction parallelism. Cycle latency on older CPUs for L1 used to be lower like around 2-3 cycles, but on modern CPUs, memory access times haven't kept pace with CPU clocks speeds and total instruction throughput and so it's around 5 cycles on Core i7 Nehalem or Sandy Bridge for L1.

http://lwn.net/Articles/252125/

If you think your so right, I challenge you to prove me wrong by writing a reproducable benchmark with source code that we can all compile and run.

Name: !L33tUKZj5I 2011-09-10 16:27

Shit just got real.

Name: Anonymous 2011-09-10 16:32

We need some QUALITY REFERENCES in here

Name: Anonymous 2011-09-10 16:41

>>69
That explains why it sucks and uses primitive LZ77 (developed by two stupid jews), instead of much cooler LZW.
"LZ" refers to Abraham Lempel and Jacob Ziv in LZ77 as well as in LZW. If these are your two "stupid jews", you might want to reconsider your argument.

Now, the compression part itself of PNG isn't particularly brilliant all things considered (specially for natural true-color images), but you'll be hard pressed to find sets of data where "LZ77" (in fact it's DEFLATE, which you could say is LZ77 backed by Huffman) performs worse than LZW.

I am very well aware IHBT.

Name: Anonymous 2011-09-10 16:42

Someone write a simple benchmark using libsdl and custom 8-bit and 32-bit sprite blitting routines for blitting to a 32-bit RGBA backbuffer. I want to see this settled.

Name: Anonymous 2011-09-10 16:47

>>77
Is Terry Welch jewish?

Name: Anonymous 2011-09-10 16:52

>>77
you'll be hard pressed to find sets of data where "LZ77" (in fact it's DEFLATE, which you could say is LZ77 backed by Huffman) performs worse than LZW.
Any data in fact. Huffman (another jewish name) is slow, because jews want you think that you hardware is slow and you have to upgrade your PC. It's called "planned obsolescence", as electonics (without moving parts) has pretty long service time, they have to plan its demise, providing inefficient algorithms and languages like Ruby.

Name: Anonymous 2011-09-10 16:56

>>79
Doesn't matter. At or over 2/3 jewish either way.

However - http://www.google.com/patents?vid=4558302
It looks like he was, at least in spirit.

Name: Anonymous 2011-09-10 17:00

>>80
"Performs" WRT compression algorithms usually means compression ratio. DEFLATE compresses better but is slower than LZW. There's nothing wrong with that.

DEFLATE performs sufficiently in fast in practice for most applications. Many web pages are transparently compressed using it, for example (including all HTML served by this domain).

In fact, seeing recent developments, it'd be appear there's a demand for better yet slower algorithms, a demand the Russians are filling.

Name: Anonymous 2011-09-10 17:04

>>81
Doesn't matter. At or over 2/3 jewish either way.
The basic distance-length idea was on surface. LZ were just first to write some crappy paper on it. Nothing original. Tomorrow some jews will write paper on ass wiping.

However - http://www.google.com/patents?vid=4558302
So what?

Name: Anonymous 2011-09-10 17:05

>>82
DEFLATE compresses better but is slower than LZW. There's nothing wrong with that.
It's wrong, if you want realtime speed. Compression rate isnt proportional to compression speed.

Name: Anonymous 2011-09-10 17:05

>>83
Inventor: Terry A. Welch

Name: Anonymous 2011-09-10 17:05

>>85
So what?

Name: Anonymous 2011-09-10 17:06

>>84
If you want realtime speed (which I don't think means what you think it does) then you can do a lot better than LZW.

Name: tdavis 2011-09-10 17:08

>>85
Not me.  I have coded LZW compression from a magazine.
I'm anti-Semetic when it suits me.

God says...
Line: 9767
sanctify them.

8:12 And he poured of the anointing oil upon Aaron's head, and
anointed him, to sanctify him.

8:13 And Moses brought Aaron's sons, and put coats upon them, and
girded them with girdles, and put bonnets upon them; as the LORD
commanded Moses.

8:14 And he brought the bullock for the sin offering: and Aaron and
his sons laid their hands upon the head of the bullock for the sin
offering.

Name: Anonymous 2011-09-10 17:08

>>85
Original Assignee: Sperry Corporation

Name: Anonymous 2011-09-10 17:08

>>87
So what?

Name: Anonymous 2011-09-10 17:10

>>87
you can do a lot better than LZW.
We all would like to know how.

Name: Anonymous 2011-09-10 17:18

I think, I will use LZW compressed SEXPs for my sprite format. It will allow bignums for width and height, unlimited extensibility and instant Lisp support. Of course, I'll have to do something other than plain ASCII.

Name: Anonymous 2011-09-10 17:23

>>92
Sounds super fast. Way faster than straight 32-bit RGBA.

Name: Anonymous 2011-09-10 17:32

>>93
Loading compressed file from HDD is faster than loading uncompressed. And you can transfer it on internet without zipping.

Name: Anonymous 2011-09-10 17:38

>>92
It should also allow storing sounds and creature/projectile parameters. Hope to use it for storing resources ripped from various video games. Today sites like spriters-resource.com use crappy sprite sheets with missing frames and without palettes, sounds or any animation structure.

Name: Anonymous 2011-09-10 17:52

>>94
Yes, this is important since the best sprite renderers always load in the sprites from disk every frame and decompress pixel by pixel during rasterization.

Name: Anonymous 2011-09-10 17:59

>>96
see >>9

Name: Anonymous 2011-09-10 18:04

>>96
Manual memory management advocates really love caressing every cocktet of allocated memory individually.

Name: Anonymous 2011-09-10 18:28

>>91
Is this a serious question?

LZW uses variable length codes. Anything that doesn't use them will trounce it in speed. Five seconds in Google: http://www.quicklz.com/

Of my personal knowledge, recent versions Windows use similar stuff for compression in the kernel (for NTFS, cache files, and the hibernation file) and for some userspace components (remote desktop protocol and a few others). Basically you have a bitmask every once in a while telling you which bytes are literals and which ones are matches.

Hint: Outside GIF, basically nobody uses LZW. What does that tell you about its compression/speed tradeoff? It has the performance disadvantages of variable length encoding without its main adaptability benefit.

Name: Anonymous 2011-09-10 18:37

>>99
LZW uses variable length codes. Anything that doesn't use them will trounce it in speed.
Anything that doesnt achieves far worse compression ratio. Still they are faster than huffman codes and bit-shifting isnt an expensive operation.

Outside GIF, basically nobody uses LZW.
Because LZW was patented and open source crowd makes a drama from this.

Name: Anonymous 2011-09-10 18:38

>>99
asically you have a bitmask every once in a while telling you which bytes are literals and which ones are matches.
I've seen it used in Stonekeep sprites. Had to disassemble .exe to get algorithm.

Name: tdavis 2011-09-10 19:01

I created sprites in LoseThos by concocting a SVG-like scheme that can include bitmaps.  LoseThos has LZW compression routines.  If you save a bitmap to a file (with name ending in "Z") then it will be compressed.  LZW is not good compression, normally, but since LoseThos is limited to 16 color, it's not as bad as it sounds.

Name: Anonymous 2011-09-10 19:01

>>101
hey dude nice [tt]palindrome[/tt]!

Name: tdavis 2011-09-10 19:11

http://www.losethos.com/code/Compress.html

That's LZW compression.  Files with names ending in "Z" are automatically compressed and uncompressed when written to disk.  In other words, LoseThos files look strange and corrupted because they are compressed.

God says...
Line: 61344

risen upon thee.

60:2 For, behold, the darkness shall cover the earth, and gross
darkness the people: but the LORD shall arise upon thee, and his glory
shall be seen upon thee.

60:3 And the Gentiles shall come to thy light, and kings to the
brightness of thy rising.

60:4 Lift up thine eyes round about, and see: all they gather
themselves together, they come to thee: thy sons shall come from far,
and thy daughters shall be nursed at thy side.

Name: Anonymous 2011-09-10 19:24

>>100
Anything that doesnt achieves far worse compression ratio. Still they are faster than huffman codes and bit-shifting isnt an expensive operation.
You trolled me real good, you made me actually check.

I used a LZW compressor I found somewhere which performs about 10-30% better than the classical compress, which also performs better than a textbook LZW implementation.

On the other side of the ring we have LZO (the free, old and busted version) since it's what I had at hand.

The test corpus is a bunch of files (about 45% text, 25% executables, 15% uncompressed images, 15% random crap) totaling 300MB. LZMA compresses this to less than 90MB.

Compressor   Compressed size   Compression time   Decompression time
GZIP -6      110825245          14.86             9.79
LZOP -9      124417663          61.45             4.51
LZW          147157939         147.87             5.47
LZOP -1      148794061           3.55             3.26

The conclusion here is that only somebody clinically retarded would use LZW.

If you know of some supposedly better LZW implementation please do tell.

Name: Anonymous 2011-09-10 19:44

>>105
The conclusion here is that...
you made a biased experiment and lost all your academic credibility.

Name: Anonymous 2011-09-10 19:55

Now that I think about it, an easy way to test LZW as used in GIF is to compare the resulting GIF with a raw uncompressed image, and with a PNG that does not use filters (of course all of them using indexed 8-bit color).

Benchmarking image (de)compressors is hairy though because they're too fast, so I'm not going to try.

But anyway:
RAW:         2074368
GIF (LZW):    106162
LZO:           92569
PNG (DEFLATE): 74035


LZO is the RAW image compressed with LZOP -9. Add a handful of bytes for headers if you want to be fair. (The palette was included)

Name: tdavis 2011-09-10 19:57

LoseThos can handle other compression algorithms pretty easily.  I don't enjoy fiddling to get better results as much as I used to.  I don't give a fuck, basically.  Nothing seems to matter much.

God says...
Line: 3616

36:39 And Baalhanan the son of Achbor died, and Hadar reigned in his
stead: and the name of his city was Pau; and his wife's name was
Mehetabel, the daughter of Matred, the daughter of Mezahab.

36:40 And these are the names of the dukes that came of Esau,
according to their families, after their places, by their names; duke
Timnah, duke Alvah, duke Jetheth, 36:41 Duke Aholibamah, duke Elah,
duke Pinon, 36:42 Duke Kenaz, duke Teman, duke Mibzar, 36:43 Duke
Magdiel, duke Iram: these be the dukes of Edom, according to their
habitations in the land of their possession: he is Esau the father of
the Edomites.

Name: Anonymous 2011-09-10 20:00

>>107
PNG does row subtraction and LZO compresses palette and header, which may consist of redundant data. You're biased as the whole Israel of jews.

Name: Anonymous 2011-09-10 20:12

>>109
Maybe you missed
a PNG that does not use filters
I disabled these specifically.

In fact, I just tested with them enabled, and the compression ratio decreased (resulting size 89130), which is not surprising since they're meant for true color data.

The palette data is 768 bytes out of 2074368. I suspect it doesn't compress very well either, since LZO has no delta filter or entropy coder, and all palette entries are different.

However your analysis makes me think you understand what's going on and are just trolling at this point (if not all along), and therefore I will refrain from posting further.

Name: tdavis 2011-09-10 21:03

If you draw a stick figure with line segments.

Line 100,100 to 100,200
Line 100,200 to 75,300
Line 100,200 to 125,300

Then, move the limbs

Line 100,100 to 100,200
Line 100,200 to 85,275
Line 100,200 to 115,275

Then, do linear interpolation for corresponding points.  You get tiny data files.  The images have to have corresponding points, though.

I don't consider myself a genius for (re)inventing this notion, but who knows what counts for patents these days.

God says...
Line: 54763
14:10 The heart knoweth his own bitterness; and a stranger doth not
intermeddle with his joy.

14:11 The house of the wicked shall be overthrown: but the tabernacle
of the upright shall flourish.

14:12 There is a way which seemeth right unto a man, but the end
thereof are the ways of death.

14:13 Even in laughter the heart is sorrowful; and the end of that
mirth is heaviness.

Name: Anonymous 2011-09-10 21:14

>>111
who knows what counts for trolling these days.
fixed this for you

Name: Anonymous 2011-09-11 20:56

An actual thread about programming. This is unacceptable!

Name: Anonymous 2011-09-12 0:28

>>111
You are not Tesla.

Don't change these.
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