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Unlump only runtime-modifyable lumps #92
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Comment author: @0ion9 .. and HS, since it's lumped itself. |
Comment author: @pkmnfrk Um, why? I don't think the speed benefit gained from reducing the load time is In short, if there is a benefit, by all means. However, I don't see any. |
Comment author: @rversteegen You mean that lumps are only unlumped when they are needed, then the single lump The problem is, you have have to wrap dozens upon dozens of function calls. But, is it really useful? The idea of unlumping at the beginning is so as to not |
Comment author: @0ion9 The purpose is to minimize space usage, as i said: if you have a 32mb RPG, |
Comment author: @rversteegen The problem, like I said, is that most binary lumps are loaded with either |
Comment author: @bob-the-hamster This would almost certainly severely damage memory usage (because of code-bloat Disk space is cheap, but that 640k is a painful limitation. Of course, I still do feel sympathy for those who must suffer with limited disk Unless we can think of a very memory-efficent way to do this, I am afraid I'm (Naturally source ports and re-implementations can take this approach with no |
Comment author: @pkmnfrk COme on Neo, don't tell me you don't have enough space to play Sword of Jade! Really, 64 Megs is nothing on any computer made since... 1999. Marking this as Won't Fix, as per James' veto. |
Comment author: @rversteegen This idea was canned because we didn't have the FreeBASIC port back in 2005. These days, the only substantial advantage of the current scheme over Neo's suggestion is that it already implemented, so I am renominating it. |
Comment author: @bob-the-hamster Actually, IIRC, the only runtime modifiable lumps are the enemy formations and the enemy stats. Those already get duplicated to a temporary location (effectively double-unlumped) |
[bz#92]
To minimize unlumped size:
offset into .RPG)
and read it from there.
a list of modifyable lumps follows:
* DT1 (enemy data)
Foemap needs to be unlumped, since it is accessed every step.
Anything else?
From: @0ion9
Severity: feature request
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