Path: chuka.playstation.co.uk!news From: "pal" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Saving wasted memory Date: 5 Jan 2001 19:48:06 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 39 Message-ID: <01c07750$6313b9a0$07341bd4@pal-s-omnibook> References: <933bra$7c1@www.netyaroze-europe.com> NNTP-Posting-Host: paris11-nas7-52-7.dial.proxad.net X-Newsreader: Microsoft Internet News 4.70.1155 Maybe the best way to go is not to use the standard GsMAP for that. Coding it by hand with individual sprites will take just a bit longer, but will allow you so far more freedom, including support for any tile size. For instance it should allow simpler mixing of image and logical data. Hasn't anybody already written libs for that ? It may be a bit slower at execution but for an rpg this should not be noticeable. I remember I made a scrolling map of individual sprites, and "real" sprites moving over it, that ran at full speed. Not sure whether I can dig up the code though. Anyway, as James pointed out, trying to modify the standard libraries is not going to help, so you're left with either that sprite map or the compression way. pal Shaun Gibson wrote in article <933bra$7c1@www.netyaroze-europe.com>... > Hi, I was just wondering if there's a way to change the size of some of the > data arrays (eg, instead of having a u_short array for a GsMAP's cell data > have an u_char array). This would save a lot of memory if you have many > large BGs with a small selection of tiles, you could fit 4 times as many > maps in the same amount of memory - I am currently making an rpg, and I need > many screens to make it big (obviously), so on a memory-limited machine (no > loading in the screens half-way through, must all be at the begining, grrr) > reducing the amount of memory required for each screen would help greatly. > I have tried changing struct GsMAP to point to a u_char instead of u_short, > but it didn't work.