I think I have the sprite compression algorithm working correctly.
http://www.mediafire.com/file/vlnd83qmnh6fj77/SNES_Paint_compress.rar/fileThis algorithm should produce the same exact bytes as the original compressor that Konami used.
You can edit and save the compressed sprite data only to a file called compressed_gfx_bytes.bin.
You cant save it to the rom yet in the editor but you can test out the compression by using a hex
editor to store the compressed data to the rom. If you load the 1st sprite the F8000 next to the
decompress push button is the location of the pointer for the compressed graphics that were loaded
from the rom. The next hex number to the right of that is the location of the compressed graphics
that were loaded from the rom. The save as button is the button that will compress the graphics in
the canvas to the file called compressed_gfx_bytes.bin. When you compress these graphics they use
the same 3 byte header as the graphics that were loaded from the rom. byte 1, byte 2 and byte 3 is
the bytes for the header. byte 3 = size 1 and size 2. size 1 and size 2 is multiplied together to
get the number of 16 x 16 tiles to decompress. Let me know if any of these don't compress correctly.
Its going to take more time before the bg tiles and the palettes are ready but sooner or later these
will be editable as well.