Those fonts you've employed are perfectly evocative and idiomatic of so many games for the PSX... Kindly excuse this stupid question: are the sprites raster graphics, and if so, can they be in any way compressed?
They are indeed! Specifically, they're BMP images I converted to an array of raw pixel data to store directly in the program. The PSX can draw 4,8, and 16 bit pixel data (with color palettes, or CLUTs (color look up table). Normally, you would store the images in TIM format which SONY created specifically for the playstation (I think). They are not, however, compressed and I don't think there's a way to.
Those fonts you've employed are perfectly evocative and idiomatic of so many games for the PSX... Kindly excuse this stupid question: are the sprites raster graphics, and if so, can they be in any way compressed?
They are indeed! Specifically, they're BMP images I converted to an array of raw pixel data to store directly in the program. The PSX can draw 4,8, and 16 bit pixel data (with color palettes, or CLUTs (color look up table). Normally, you would store the images in TIM format which SONY created specifically for the playstation (I think). They are not, however, compressed and I don't think there's a way to.