Reply to Re: show_bmp and player_map
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Is it more complex than that?
No, it's exactly that. But not just that the map is large; it's mostly junk, too.
What I mean is that every tile uses 8 data bytes, plus 72 junk. Every map screen adds 8509 junk bytes. That's a total of 15421 junk bytes on 31280 bytes for a map screen. And that's assuming you are in fact using all 99 sprites, because they take their space, whether you use them or not. If you're just filling the map for being able to use show_bmp, you're not using it at all, which really means all 31280 bytes are junk. For a small dmod, say 50 screens, that means you are adding 31280 * (768-50) = 22 MB to map.dat.
But you are correct, that this is almost entirely compressed away, so it shouldn't matter much for downloads. And 22 MB is nothing with today's hard disk sizes. But it still feels very wasteful.
No, it's exactly that. But not just that the map is large; it's mostly junk, too.
What I mean is that every tile uses 8 data bytes, plus 72 junk. Every map screen adds 8509 junk bytes. That's a total of 15421 junk bytes on 31280 bytes for a map screen. And that's assuming you are in fact using all 99 sprites, because they take their space, whether you use them or not. If you're just filling the map for being able to use show_bmp, you're not using it at all, which really means all 31280 bytes are junk. For a small dmod, say 50 screens, that means you are adding 31280 * (768-50) = 22 MB to map.dat.
But you are correct, that this is almost entirely compressed away, so it shouldn't matter much for downloads. And 22 MB is nothing with today's hard disk sizes. But it still feels very wasteful.
