In
one of my first updates about the level data of Faxanadu levels I've explained how to decode the compressed screen data of the screens of a level. What I didn't mention back then was how the game itself actually decompresses that data. That's what this update is all about and I have to admit that the decompression code of the original game is better than the one I wrote. To my defence I want to mention that the original code uses nice tricks with the carry flag which wouldn't have been easy to use in my C++ code.
Continue reading "Faxanadu internals - The screen data decompression algorithm"