Subject: RE: [stella] Role-Playing Game Development From: Paul Hart <hart@xxxxxxxxxxx> Date: Mon, 21 Jun 1999 09:43:32 -0600 (MDT) |
On Mon, 21 Jun 1999, Amos Bannister wrote: > A 256*256 grid fully populated would need 65536 cells to be encoded > true, but mapping that much area is going to be very time-consuming, and > not worth the effort. This is how the Ultima IV map is encoded in the PC version. Each map square requires one byte in the map file. The entire 256x256 map is broken down into "pages" of 32x32 and these pages are stored in the map file in sequential order, starting at the NW corner of the map, proceeding in lines from W to E, from N to S. There are more than 16 different types of map squares on the surface map of Ultima IV so the designers couldn't use one nibble per map square, but if you did have a less complex map that used 16 or fewer different tiles then you could reduce the encoded space by half by using nibbles instead of bytes for a total of 32K. That still seems a little too large for the 2600. Maybe some form of super compact bit packing scheme could get it down to 16K, or you could reduce the size of the map. Anyone who's played Ultima IV knows that the Britannia map really is quite expansive in play, even though 256x256 doesn't sound that large. Paul Hart -- Paul Robert Hart ><8> ><8> ><8> Verio Web Hosting, Inc. hart@xxxxxxxxxxx ><8> ><8> ><8> http://www.iserver.com/ -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
RE: [stella] Role-Playing Game Deve, Dan Knapp | Thread | RE: [stella] Role-Playing Game Deve, Glenn Saunders |
Re: [stella] New scrolling text car, Ruffin Bailey | Date | Re: [stella] New scrolling text car, Glenn Saunders |
Month |