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Old 17 December 2019, 14:09   #84
VladR
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Join Date: Dec 2019
Location: North Dakota
Posts: 741
I welcome all ideas, as they're all new ideas I haven't had 5 minutes ago

I think I now understand how people cram some bitmaps into their 4 KB demos. If your executable is around 8 KB, there's definitely room for some small bitmaps (especially at 4-bit color).

I just compiled out the 32x32 terrain heightmap (1,024 Bytes less now) and the executable is just 2,880 Bytes (from 3,904). Shrinkler took it down to 1,412 Bytes, e.g. 49.08 % !!!

Those 2,880 Bytes is pure code - roughly 50% 68000 and 50% GPU RISC. I do wonder, how well it compresses either one. I'd suspect RISC is packed better because of the same combination of many instructions.

Looks like the heightmap was compressed from 1,024 Bytes to 668 (2,080 - 1,412 ->66%), which is still pretty neat. I wouldn't have guess it'd do that much.

Of course, next step is to reduce the heightmap by 4:1 from 32x32 to 16x16 and interpolating the rest via code, hence I should be around ~1.6 KB with base code, leaving ~2.3 for Audio and perhaps some other effects.
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