Re: A86: Saving Memory


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Re: A86: Saving Memory




ok... if u are lazy, use Bloat... it is the best choice for u...

-----Original Message-----
From: Ahmed El-Helw <ahmed@ticalc.org>
To: assembly-86@lists.ticalc.org <assembly-86@lists.ticalc.org>
Date: Sunday, November 15, 1998 1:08 PM
Subject: Re: A86: Saving Memory


>
>well, I guess I will look at those, but isn't there a way to do something
in
>which you can extract the first and second bite - ex:
>
>.db $11, $12, $15, ...
>
>would make the entire screen 44 bytes, wouldn't it?
>and then how would i get the sprite number into a?
>
>I think that since most coding is done, I should try to find something that
>compresses the levels and end of story on that.
>
>-Ahmed
>
>-----Original Message-----
>From: Dave <scheltem@aaps.k12.mi.us>
>To: assembly-86@lists.ticalc.org <assembly-86@lists.ticalc.org>
>Date: Sunday, November 15, 1998 3:43 PM
>Subject: Re: A86: Saving Memory
>
>
>>
>>Truly all you need for compression is an algorithm that will shorten the
>>length of the code by performing tasks on it.  It should not be that big
of
>>a deal to do if you have a good algorithm.  Like JBrett said those are
some
>>of the most commonly used algorithms used for compression.
>>Dave
>>_____________________________________________
>>ACZ
>>assembly coders zenith member
>>e-mail: scheltem@aaps.k12.mi.us
>>ICQ #16817590
>>-----Original Message-----
>>From: Thomas J. Hruska <thruska@tir.com>
>>To: assembly-86@lists.ticalc.org <assembly-86@lists.ticalc.org>
>>Date: Sunday, November 15, 1998 12:28 PM
>>Subject: Re: A86: Saving Memory
>>
>>
>>>
>>>At 03:09 PM 11/15/98 -0500, you wrote:
>>>>Hello,
>>>>    I was working on Brix and thinking about this.. my maps in Brix are
>>like
>>>>this:
>>>>
>>>>Level:
>>>>.db 1,1,1,1,1,1,1,1,1,1,1,1,1
>>>>.db 1,1,1,1,1,1,1,1,1,1,1,1,1
>>>> .db 1,1,1,1,1,1,1,1,1,1,1,1,1
>>>> .db 1,1,1,1,1,1,1,1,1,1,1,1,1
>>>> .db 1,1,1,1,1,1,1,1,1,1,1,1,1
>>>> .db 1,1,1,1,1,1,1,1,1,1,1,1,1
>>>> .db 1,1,1,1,1,1,1,1,1,1,1,1,1
>>>> .db 1,1,1,1,1,1,1,1,1,1,1,1,1
>>>>
>>>>which is 88 bytes [8x11, 11 sprites horizontally..]  each number
>>represents
>>>>a sprite [ex. 1=block, 2=....]  there is a way to compress them, but I
am
>>>>not sure how to.. any suggestions? Thanks.
>>>>-Ahmed
>>>
>>>There are two different ways to compress your levels.  Both ways use a
>>>buffer to extract the level into, but most of the time the program is
made
>>>smaller.  I personally like to use the PCX format to compress my levels
>>>since it is easier to understand.  HUFFLIB (I think this is the right
>name)
>>>compression is the other technique which is said to work better.  I've
>>>never tested the library since it is not for the 82 platform (which is
the
>>>platform I use).  If you want to take the time to convert my PCX-like
>>>loader over to the 86, then I'll send the code to you in its current
>state.
>>> I use a much more advanced loader system than what you need it for, but
>it
>>>will work none-the-less.  Under the current code, your level would have
to
>>>look like this:
>>>
>>>NumLevels:
>>>.db 1
>>>
>>>Level1:
>>>.db 8, 8
>>>.db 1,1,1,1,1,1,1,1,1,1,1,1,1
>>>.db 1,1,1,1,1,1,1,1,1,1,1,1,1
>>>.db 1,1,1,1,1,1,1,1,1,1,1,1,1
>>>.db 1,1,1,1,1,1,1,1,1,1,1,1,1
>>>.db 1,1,1,1,1,1,1,1,1,1,1,1,1
>>>.db 1,1,1,1,1,1,1,1,1,1,1,1,1
>>>.db 1,1,1,1,1,1,1,1,1,1,1,1,1
>>>.db 1,1,1,1,1,1,1,1,1,1,1,1,1,255
>>>.dw Level2
>>>  ret
>>>
>>>Level2:
>>>
>>>
>>>I know the level is not compressed (I'm too lazy I guess), but you see
why
>>>you would need to change the code.  The current game engine that I'm
>>>developing copies the level into the buffer (in this case it would be 8 *
>8
>>>= 64 bytes needed) and runs the code following the level (allows for easy
>>>custom level development...notice the ret).  Well, I hope this helps.
>>>
>>>
>>>                 Thomas J. Hruska -- thruska@tir.com
>>>Shining Light Productions -- "Meeting the needs of fellow programmers"
>>>         http://www.geocities.com/SiliconValley/Heights/8504
>>>                    http://shinelight.home.ml.org
>>>
>>
>
>