This may have been done already, but I came up with a good ARM optimized way of taking NES tile data and converting it into 1 byte per pixel. The NES tile data is stored as bitplanes with each byte containing all 8 pixels for a single bit plane. Here's my code for converting the 2 bit planes...
I started a blog about ARM and optimization related topics. Today I released one of my many cpu emulator optmization ideas. Have a look:
Larry's Personal & Tech Ramblings
L.B.
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