Restored from previous forum. Originally posted by MrVainSCL. Quote:
El_Choni wrote:
33.824-32.768 = 56 bytes
*lol* that would be cool... btw if i am right, 33824-32768 are still 1056 bytes!!
This 1056 bytes means packed... So the stuff i will reduce must be about 1056*2 = 2112 byte or let us say 2048 byte (2kb)... Just removing/optimize to left 2k isnt really easy at the moment... But i will still continue and maybe i have an idea how to get the complete game in 32k... I have too write an own and special for samples coded packer algorhythm... I have an idea for this and this could save my samples between 50-75 percent without to much quality lost... Eastern is very near and i dont really have so mutch time, so it would be now hardcore coding for me, to do it all in this small time... But i will try to do my best... This weekend i will try starting to code my texture generation engine for the background graphic... Hope it works without to mutch problems...

On my paper it looks ok, hehe...
Quote:
El_Choni wrote:
...I don't know if it's allowed in the contest, but you could even use UPX as a last-hour remedy. If you tell us which libs are used in your exe, maybe we can find a replacement for some of the stuff...
hehe... yes, all 4/40/64 kb intros and nearly all other executeable releases are packed by packers like UPX or own coded packers etc. Ok, thats a good idea... I will post or send you a list with all libs and commands i am still using inside my game... But hey, i think there isnt really mutch we could replace... Maybe the "FontLib" and "MathLib" !? Let us see...
Quote:
El_Choni wrote:
About the famous table, I would forget about it if I were you. You said the demo didn't work if you zeroed the table. That seems to mean that the table has to be in the exe for DX to work. period. Or, maybe you can calculate the table and generate it at runtime, but you probably need to give its address to some functions not accessible from the PB code. And if you use the Sprite lib, the table will be in the exe anyway. You can't replace the entire lib, can you? Nor do I

Yes... seems i must live with this damn tables in my exe You are right, if i would know the adress (label) where the table will begin, i think it could be possbile to precalc this when starting the game... I just have to add my routine (generation) to the source and create an executeable... then i have to overwrite the original table with $00, because when starting my program, it will generate in this adress (in memory) the needed table

More easy to say as it is without any source of the MS-DX-libs... Else it would be like a patch (small hack) and i dont really know until now to code it on WinOS;(
Easiest way would be, to reasm the M$-DX libs and precalc the tables (but i still wonder why my table it not inside this files... really funny)
Quote:
Let us help you, I'm sure we'll find a solution for those evil 56 bytes
hehe... thanks... remember... 56+1000 bytes (packed)

PIII450, 256MB Ram, 6GB HD, RivaTNT, DirectX8.1, SB AWE64, Win98SE + Updates...
greetz
MrVainSCL! aka Thorsten
Edited by - MrVainSCL on 01 March 2002 17:33:16