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	<title>Comments on: Explorer: 3 &#8211; Room Data</title>
	<atom:link href="http://www.tummaigames.com/blog/2009/07/08/explorer-3-room-data/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.tummaigames.com/blog/2009/07/08/explorer-3-room-data/</link>
	<description>NES homebrew! Development blog for homebrew NES games</description>
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		<title>By: Explorer: 5 &#8211; Walls Again &#171; Tummai Games</title>
		<link>http://www.tummaigames.com/blog/2009/07/08/explorer-3-room-data/comment-page-1/#comment-13</link>
		<dc:creator>Explorer: 5 &#8211; Walls Again &#171; Tummai Games</dc:creator>
		<pubDate>Fri, 17 Jul 2009 14:30:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=55#comment-13</guid>
		<description>[...] my first post about Explorer&#8217;s room data format, I said that I used 4 bytes to store the wall/gap information for each room. After some thinking, I [...]</description>
		<content:encoded><![CDATA[<p>[...] my first post about Explorer&#8217;s room data format, I said that I used 4 bytes to store the wall/gap information for each room. After some thinking, I [...]</p>
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		<title>By: Explorer: 4 &#8211; Inner Room Data &#171; Tummai Games</title>
		<link>http://www.tummaigames.com/blog/2009/07/08/explorer-3-room-data/comment-page-1/#comment-11</link>
		<dc:creator>Explorer: 4 &#8211; Inner Room Data &#171; Tummai Games</dc:creator>
		<pubDate>Tue, 14 Jul 2009 14:18:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=55#comment-11</guid>
		<description>[...] Tummai Games development blog for NES games      &#171; Explorer: 3 &#8211; Room Data [...]</description>
		<content:encoded><![CDATA[<p>[...] Tummai Games development blog for NES games      &laquo; Explorer: 3 &#8211; Room Data [...]</p>
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		<title>By: Rob</title>
		<link>http://www.tummaigames.com/blog/2009/07/08/explorer-3-room-data/comment-page-1/#comment-10</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Thu, 09 Jul 2009 16:27:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=55#comment-10</guid>
		<description>Wow, after seeing the numbers like that, it _is_ great savings indeed. Nice way to capitalize on it by using two different tables (N/S and E/W)! Keep up the outstanding work : D</description>
		<content:encoded><![CDATA[<p>Wow, after seeing the numbers like that, it _is_ great savings indeed. Nice way to capitalize on it by using two different tables (N/S and E/W)! Keep up the outstanding work : D</p>
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		<title>By: Thomas</title>
		<link>http://www.tummaigames.com/blog/2009/07/08/explorer-3-room-data/comment-page-1/#comment-9</link>
		<dc:creator>Thomas</dc:creator>
		<pubDate>Thu, 09 Jul 2009 07:59:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=55#comment-9</guid>
		<description>@Rob: That&#039;s a really good idea about the wall data redundancy!  I worked it out on paper today and discovered I could get greater than 50% savings by doing what you suggested.

It doesn&#039;t look like it will be difficult to implement either.  I&#039;m going to have two tables: one for East-West walls and one for North-South walls.  Having the two directions separated makes it easier to find an index based on floor (x,y) coordinates.

The savings are huge.  On a 3x3 (9 room) floor, using the old 4-byte per room method I&#039;d need 36 bytes.  But with the new method I&#039;ll only need 12.  And for other sizes:

4x4:  old = 64 bytes, new = 24 bytes
5x5: old = 100 bytes, new = 40 bytes
10x10: old = 400 bytes, new = 180 bytes
20x20: old = 1600 bytes, new = 760 bytes

I&#039;m going to change it over ASAP!  Thanks a lot!</description>
		<content:encoded><![CDATA[<p>@Rob: That&#8217;s a really good idea about the wall data redundancy!  I worked it out on paper today and discovered I could get greater than 50% savings by doing what you suggested.</p>
<p>It doesn&#8217;t look like it will be difficult to implement either.  I&#8217;m going to have two tables: one for East-West walls and one for North-South walls.  Having the two directions separated makes it easier to find an index based on floor (x,y) coordinates.</p>
<p>The savings are huge.  On a 3&#215;3 (9 room) floor, using the old 4-byte per room method I&#8217;d need 36 bytes.  But with the new method I&#8217;ll only need 12.  And for other sizes:</p>
<p>4&#215;4:  old = 64 bytes, new = 24 bytes<br />
5&#215;5: old = 100 bytes, new = 40 bytes<br />
10&#215;10: old = 400 bytes, new = 180 bytes<br />
20&#215;20: old = 1600 bytes, new = 760 bytes</p>
<p>I&#8217;m going to change it over ASAP!  Thanks a lot!</p>
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		<title>By: Rob</title>
		<link>http://www.tummaigames.com/blog/2009/07/08/explorer-3-room-data/comment-page-1/#comment-8</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Wed, 08 Jul 2009 18:40:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=55#comment-8</guid>
		<description>Hey, I like the idea of the base template room. I could probably use something like that in !Clik!.  There are no openings for each level, but maybe I could have a smaller map for each section (base room for level 1, smaller inside map for 1-1, smaller inside map for 1-2, etc.) Nifty!

About the data redundancy deal, I&#039;m not quite sure how this could be approached off the top of my head, but what about making a separate map? For instance, I would guess that you have an overall table map that describes what room is what:

.db $30,$31,$20

or whatever. What if there was a second map, but it was a mapping of the openings?

.db %00100100, %00011000, %00011000, %00011000

So when you go into whatever room, read from that offset and subtract/add to get to be able to get all four sides maybe? I don&#039;t know, that&#039;s the best I could come up with off-the-cuff haha</description>
		<content:encoded><![CDATA[<p>Hey, I like the idea of the base template room. I could probably use something like that in !Clik!.  There are no openings for each level, but maybe I could have a smaller map for each section (base room for level 1, smaller inside map for 1-1, smaller inside map for 1-2, etc.) Nifty!</p>
<p>About the data redundancy deal, I&#8217;m not quite sure how this could be approached off the top of my head, but what about making a separate map? For instance, I would guess that you have an overall table map that describes what room is what:</p>
<p>.db $30,$31,$20</p>
<p>or whatever. What if there was a second map, but it was a mapping of the openings?</p>
<p>.db %00100100, %00011000, %00011000, %00011000</p>
<p>So when you go into whatever room, read from that offset and subtract/add to get to be able to get all four sides maybe? I don&#8217;t know, that&#8217;s the best I could come up with off-the-cuff haha</p>
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