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
this won't guarantee you can plant the entire field but here's an idea:
start from 0,0 (or whatever top left is on your field)
0x00 0x## means next ## spaces are blank (no flower)
anything other than 0x00 means flower data
this would be a very rudimentary RLE in that you're compressing whitespace
but once you get enough flowers filling it up it'll overflow your save space regardless