Posted By
Stinaris on 2020-04-02 11:00:15
| Re: Atic Atac
Hi Kichy,
I think I'll have to give it a go. I'm already compacting and compressing the largest data sets. I might be worth running Exomiser to see what difference it makes. If nothing else I might get it to load faster.
; ; Atic Atac Map Database ;
;+-------+---------------------------+---------------------------+ ;| Byte | UPPER NYBBLE | LOWER NYBBLE | ;+-------+---------------------------+---------------------------+ ;| 0 | | ;+-------+---------------------------+---------------------------+ ;| 1 | North Door | South Door < DOOR_TYPE> | ;+-------+---------------------------+---------------------------+ ;| 2 | East Door | West Door < DOOR_TYPE> | ;+-------+---------------------------+---------------------------+ ;| 3 | North Door Destination Room No | ;+-------+---------------------------+---------------------------+ ;| 4 | South Door Destination Room No | ;+-------+---------------------------+---------------------------+ ;| 5 | East Door Destination Room No | ;+-------+---------------------------+---------------------------+ ;| 6 | West Door Destination Room No | ;+-------+---------------------------+---------------------------+ ;| 7 | Trap Door Location | ;+-------+---------------------------+---------------------------+
; ;+--------+--------+--------+--------+--------+--------+--------+--------+ ;| 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | ;+--------+--------+--------+--------+--------+--------+--------+--------+ ;|Food | 111 - Attic |Food | Trap | 00-Square Room | ;|eaten | 101 - First Floor |Availabl| Door | 01-Horiz Room | ;|0=No | 011 - Ground Floor |0=No | 0=No | 02-Vert Room | ;|1=Yes | 010 - Basement |1=Yes | 1=Yes | | ;| | 000 - Cellar (Cavern) | | | | ;+--------+--------+--------+--------+--------+--------+--------+--------+
; NOTE The deeper the level the lower the luminance
; ; ;0000 – None ;0001 – Empty ;0010 – Red ;0011 – Green ;0100 – Blue ;0101 – Yellow ;0110 – Timed ;0111 – Clock ;1000 – Bookcase ;1001 – Barrel ;1011 - Main
INTO THIS
ATIC_ATAC_MAP ; Room ID : 0 ; Room Location : Ground Floor ; Room Type : Square ; Door : North ; Door Type : Blue ; Destination : 16 ; Door : South ; Door Type : Timed ; South Door Destination : 25 ; Door : East ; Door Type : Main ; East Door Destination : 150 ; Door : West ; Door Type : Timed ; West Door Destination : 19 BYTE $30,$46,$b6,$10,$19,$96,$13,$00
The room graphics are compressed using a 7 bit RLE
; Compression is handled as follows. ; All graphics to be compressed must be less than 127 ; bit 8 is the compression notification bit ; byte 1 = compression bit + graphic ; byte 2 = iterations (only if compression bit is set) ; e.g. ; 7 6 5 4 3 2 1 0 ; | | | ; | +-----+-----+ ; | + Graphic ; | ; + Compression bit ; ; 128 64 32 16 8 4 2 1
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