To make my experiment more compelling, one should try to implement a Z80 and ZX Spectrum emulator without providing any documentation to the agent, and then compare the result of the implementation. I didn’t find the time to do it, but it could be quite informative.
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Uniform regions (solid backgrounds, smooth gradients) get stored as large blocks. Detailed regions (edges, textures) get subdivided into smaller blocks. You end up with a compressed representation that preserves detail where it exists and simplifies where it can.