backyard/6502_name_codec
2022-06-07 04:11:48 +02:00
..
decode-idk.c add 6502_name_codec 2022-06-07 04:03:30 +02:00
decode.asm add 6502_name_codec 2022-06-07 04:03:30 +02:00
decode_v1.asm add 6502_name_codec 2022-06-07 04:03:30 +02:00
decode_v2.asm add 6502_name_codec 2022-06-07 04:03:30 +02:00
decode_v3.asm add 6502_name_codec 2022-06-07 04:03:30 +02:00
decode_v4.asm add 6502_name_codec 2022-06-07 04:03:30 +02:00
decode_v5.asm add 6502_name_codec 2022-06-07 04:03:30 +02:00
decode_v6.asm add 6502_name_codec 2022-06-07 04:03:30 +02:00
name_encoding.py 6502_name_codec: add encoder 2022-06-07 04:09:48 +02:00
README.md 6502_name_codec: update readme 2022-06-07 04:11:48 +02:00

squeeze simple north-american names into fewer bytes.

i made this with NES/SNES games in mind i.e. for player-given character names in JRPGs. as of writing, v1 is the fastest, but v6 is the smallest.

you will need m6502.h to compile decode-idk.c. you will need bass to assemble decode.asm.

someday, i want to extend this to use a non-constant LUT. (hidden markov models?)