garden game save/memory shenanigans
so I've got x,y coordinates on a 16x16 grid, saving those is one byte
16 possible flowers, that's 4 bits
8 maturity stages, that's 3 bits
6 leaf types, that's 3 bits
and rarity, which is one bit
so assuming I can figure out how to split the info between bytes despite having byte-level peek/poke commands, that's 19 bits per flower, which means 107 flowers before I run out of save memory.
garden game save/memory shenanigans
@InspectorCaracal if you don't save xy and plan it in a map instead you can fit each flower in 11 bits
garden game save/memory shenanigans
@InspectorCaracal park editors*