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Phlegm, GM Level Editor
Retriever II |
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Catalyst
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| QUOTE (Guinea @ Mar 25 2008, 01:28 PM) | I looked at it now and it looks like you did more than just saving index and coordinates of tiles and objects to a random file and just calling that a .lev .
Ah, I think I got it. GM shows functions for text files (which I used) and binary files. I should probably have gone with binary files, as text files aren't very efficient when it comes to space I think.
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Probably. More space is wasted on small numbers because I use a lot of 32-bit integers, but I don't have overhead for delimiters. Actually the most space is wasted on any strings I store because those are all fixed length at either 32 or 64 bytes. But I just love binary formats (:
Yeah, my file format is intended to be very modular. Tiles are mostly just coordinates and indexes, but objects also include a lot of extra variable data, and there's other data blocks for frame information, etc. One of the main benefits to the current design is it should be fairly easy to make the level files forwards- and backwards-compatible, hence some of the extra meta-data in the head of each block.
This post has been edited by Retriever II on Mar 25 2008, 12:54 PM
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Guinea |
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| QUOTE (Retriever II @ Mar 25 2008, 06:51 PM) | Probably. More space is wasted on small numbers because I use a lot of 32-bit integers, but I don't have overhead for delimiters. Actually the most space is wasted on any strings I store because those are all fixed length at either 32 or 64 bytes. But I just love binary formats (:
Yeah, my file format is intended to be very modular. Tiles are mostly just coordinates and indexes, but objects also include a lot of extra variable data, and there's other data blocks for frame information, etc. One of the main benefits to the current design is it should be fairly easy to make the level files forwards- and backwards-compatible, hence some of the extra meta-data in the head of each block. |
Oh I see. So yea, in this moment I'm trying to convert my text format to a binary. Always open for new stuff, and according to calculations, I can save at least half of the space I'm wasting now. Given that a ascii symbol always has two bytes, i.e. 256x256 possibilities, as I have seen that the last ascii symbol is around 40000 or so... Probably it would work with text format too, but unfortunately GM can't interprete any symbol above 256, so I need to write two asciis to get to the same range, meaning 4 bytes. With binary, I could use only two bytes for the same range so yea.
Anyway, this topic will hear from me when I've done it, thanks for your help again, Sir.
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blackcat12 |
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This looks really pretty good. I can't wait to try it out.
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