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by Drakim 154 days ago
Zelda 1 has TONS of built-in compression, and it's own decompression routines.
2 comments

I should have worded that better, I meant no UPX-style end-to-end compression like the OPs project used. NES games had to be much more judicious than that since there wasn't nearly enough RAM to decompress everything at once.
Yep. Each screen is just a list of prebuilt columns reused over and over. Then they used a form of crude RLE on the lists.