As you probably gathered from the previous post, the game will require several lists to store all the maps, even with compression (The default map will require about 15,000 list elements in its compressed form). Is there a more efficient method than this to load them as needed?
Code:
I know I can technically use only 16 lists instead of 44 to hold the default map, but:
A) I already need to use several lists anyway,
B) This arrangement allows me to easily address each map in a Bank/Column/Row format without calculating offsets,
C) I want to leave space for more complicated/detailed maps that don't play as well with the compression routine,
D) Less data will be stored in RAM at once, and
E) The byte savings of using the fewest lists possible aren't enough to counteract the benefits I just listed.
Code:
// B is an integer from 1 to 4 and C is an integer from 1 to 7, used to select the correct set of maps
If B=1:Then
If C=1:SetUpEditor ʟZMB1C1
...
If C=11:SetUpEditor ʟZMB1C11
End
...
Ans→L₁
...
If B=1:Then
If C=1:Archive ʟZMB1C1
...
If C=11:Archive ʟZMB1C11
End
...
I know I can technically use only 16 lists instead of 44 to hold the default map, but:
A) I already need to use several lists anyway,
B) This arrangement allows me to easily address each map in a Bank/Column/Row format without calculating offsets,
C) I want to leave space for more complicated/detailed maps that don't play as well with the compression routine,
D) Less data will be stored in RAM at once, and
E) The byte savings of using the fewest lists possible aren't enough to counteract the benefits I just listed.