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CPS3 Tile Compression Part 3

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CPS3 Tile Compression Part 3

Seanís Stage in SFIII New Generation uses a different compression scheme to the other games. For some reason, Capcom decided that one stage, in one game would use a different system. The Compression used on this level supports 8bpp tiles instead of 6, thus allowing for more colours, but a less efficient compression scheme. Iíve spent some time looking at this, and mostly figured out how it works. There are still a few problems, but I now have reocgnizable background tiles at least.

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Thanks to James and Hawq for the news!

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