C64 Productions: preview of upcomming 8k game /Trifoxposted on: Thu, 03 Aug 2006 20:03:18 +0200
hrhr, calm down, i won't use any compression on that hiscore ...
i am rather thinking about crypting the highscore ... in memory already, to make it harder to cheat ...
and throwing away some unused stuff, but 4 blocks for a highscore
and talking about compressing 20 bytes of char data is more than useless... lets say you enter
Kommissario_de_la_lo
costs 20 bytes, we have the following count of
K =1
o=3
m=2
i=2
s=2
a=2
r=1
o=2
_=3
d=1
e=1
l=2
comming up to total count of 12 different characters, so we need 12 bytes to store the characters used, sorting the whole stuff by occurence we come up with o and _ as the most char, so choosing one randomly, using prefix free codes, we can encode o as 1 bit, lets say '1' and then _ encode as '01' and so on, all in all i can compress the string to 16 bytes ... but, every string compresses different, so for the sake of easy coding, I WON'T compress those highscores, i could compress the highscores at all, but anyway, i need to know the upper bound of how big can a highscore be, and 128k for the whole 256 levels is a good estimation, so i can be sure that my game and the whole highscores fit on one disk, i could also compress the whole 128k file comming up to seemingly 70k of data, but as you should now our beloved 64 has only 64k available, *boerks*, got it ?
quality before quantity?
quantity before easibility?
easibility before quality ?
quantity before quality?
hehe, anyway ...