Re: [stella] Boulderdash - musings and screen demos

Subject: Re: [stella] Boulderdash - musings and screen demos
From: "Ronald A. Laski, Jr." <rlaski@xxxxxxxxxxx>
Date: Thu, 03 Apr 2003 13:44:32 -0600
Boulderdash had a time limit on every level, so complete dirt removal is impossible, IIRC.

Ron

At 08:08 PM 4/3/2003 +1000, you wrote:
> I probably shouldn't open my mouth here.. but.. why not an engine that
> draws ALL dirt? and store what's not dirt in ram? (including empty spaces)
>
> Ron
> (and of course, you unpack and draw the 'not dirt' stuff on the fly and
add
> to that data while the player moves)
> just a thought :)



It's a good idea, but consider the worst-case where the player simply
removes all the dirt.  THEN you have to somehow store a playfield that is
mostly (but not all) spaces, which is exactly the reverse situation.  Since
you have to be able to cope with worst-case, there may not be much benefit
in assuming dirt.   I think someone (else?) will have to do some compression
tests/experiments to see how little space can be used to store a typical
Boulderdash playfield.

Cheers
A


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