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 

@squirrel how would you do that?

garden game save/memory shenanigans 

@InspectorCaracal hmm

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

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