Maximizing Compression of Apple II Hi-res Images


I have the somewhat niche problem of trying to fit as many Apple II hi-res images into RAM (and disk) at a time. Uncompressed these images are 8k (well, you can get away with 8184 bytes without any trouble for reasons we'll discuss later).

Background

I won't go too much into the wacky world of Apple II hi-res graphics, you can read more on that here. For our purposes the important part is that you can think of it as a 280x192 monochrome image with 7-bits per byte that typically is used to generate NTSC artifact color (the top bit shifts the pixel slightly to essentially choose another palette, blue/orange vs purple/green).

You might think 280x192 at 7bpp should result in a 40 byte by 192 image fitting nicely in a linear 7.5k. Alas, no, and you can probably blame Woz for this.

The graphics avoid crossing page boundaries so there are "holes" in the memory map. After each three rows (120 bytes) 8 bytes are left unused to pad things out to a nice power of 2.

The final issue is that complex interleaving goes on so rows are not contiguous in memory. This is for various reasons, possibly to save a few chips on the motherboard. (In addition the addresses are all over the place on the actual RAM chips to make for "free" DRAM refreshes but you can only see that if you're logic-probing the address lines).

A brief summary of the interlacing, in PAGE1 of hi-res memory starting at $2000 (on 6502 processors you use $ to indicate hexadecimal) you have something like this:
$2000:  Row   0, Row  64, Row 128, 8-bytes padding
$2080:  Row   8, Row  72, Row 136, 8 bytes padding
...
and after 1k of this, you then start over with
$2400:  Row   1, Row  65, Row 129, 8 bytes padding
...
$3F80:  Row  63, Row 127, Row 191, 8 bytes padding
This leads to the "Venetian blind" effect often seen when loading HGR graphics linearly.


Compression

I won't go into too many details here, there are a lot of 6502 compression algorithms that have various tradeoffs between code size, compression ratio, and speed. I've settled on ZX02 for now which is a nice compromise and has low code size which I like because often I am doing size coding.

Extra-Compression

It turns out though that while compressing the interleaved graphics works pretty well, you can get a bit more compression if you de-interlace first.

You can see a video of this in action here: Sample Video on Youtube

zx02 compressedzx02+de-interlace
Kerrek 1
(video game)
scene from Peasant's Quest game 951 bytes
12% of original 8k
808 bytes (-143)
10% of original 8k
Christmas
(fancy text)
script Merry Christmas on white against blue background 2572 bytes
31%
2402 bytes (-170)
29%
Riven Maglev
(hand converted bitmap)
looking at Maglev from Riven demake 3423 bytes
42%
3263 bytes (-160)
40%
Ice Warrior
(iipix auto-converted bitmap)
warrior lady on polar bear from Second Reality demake 5176 bytes
63%
5094 bytes (-82)
62%

So you can save roughly 100 or so bytes per image, depending on the entropy in the original image. Does this matter? I definitely have had projects where every byte counts and if you have more than 10 or so images it can add up.


The Algorithm

The nice thing about this algorithm is you can do it in-place so you don't have to waste 8k on a temporary buffer to do this.

It's two steps:

The Cost

Code Size

So this isn't free. How expensive is it to do this?

Note: This assumes that we already have 384 bytes of hi/lo hires lookup tables already in memory for other reasons. Usually you do if you're doing hires work with any sort of speed.

Time Overhead

These measurements are for the ice3 case which is a bit of a worst case for zx02 (the de-interlace should be the same speed no matter what image).
zx02 decompression time 426538 cycles ~417ms ~25 frames
add-back-holes 121031 cycles ~118ms ~7 frames
de-interlace 237414 cycles ~232ms ~14 frames
As a reminder, an NTSC Apple II updates the screen at 60Hz which is approximately 16.7ms. Also note the Apple II runs the 6502 at approximately 1.023 MHz (it's complicated).

Other Uses

I originally thought of doing this when doing my double-hires Monstersplash demo for Demosplash 2025. Double-hires has its own issues that make compression harder (the graphics are spread across two memory banks and the pixels alternate between them in complex ways) so the deinterlace is more of a win.

I would like to see if this would help much on lo-res or double-lores. There are some scenes from the Rewind2 and Second Reality that are space constrained.

I also think it might be of use in various of my games like the Myst demake or the Riven Demake or Peasant's Quest.


Code

The code currently lives here, though I might eventually move it to a better location: hgr compressed on github


Questions

Q. Could you just modify ZX02 to be apple-ii hires aware?

A. Maybe? The problem is compression algorithms like this will grab into the already-decompressed output data for patterns and so if you are scattering it around it makes life more difficult.


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