Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Compressing Code
Compressing Code
Aug 8 2008, 8:54 am
By: Kaias  

Aug 8 2008, 8:54 am Kaias Post #1



In a map I'm developing, I intend on creating a system where you can save and load settings by generating and entering a code. Currently I have digit for each individual setting, but ultimately this could generate a number of up to 144 digits (or 144 individual settings).

Nobody wants to input 144 numbers to get their specific settings, they'd probably be better off setting them by the normal menu.

Essentially, I need a more efficient system.



None.

Aug 8 2008, 9:23 am O)FaRTy1billion[MM] Post #2

👻 👾 👽 💪

Hmm. If each value has a (reasonable) max, you could use binary... store it in as few bits as possible. Also, using a higher base than 10 should help. Hex should be nice (especially when working with binary) because binary math systems could easily convert it.

Here is a handly little table for how many bits you'd need for a given value (I'm bored. :P)
Collapsable Box


Post has been edited 2 time(s), last time on Aug 8 2008, 9:31 am by FaRTy1billion. Reason: Added a table!



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
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EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
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Aug 9 2008, 6:30 am LegacyWeapon Post #3



Drop some crap settings.



None.

Aug 9 2008, 6:33 am O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

With what we were discussing I got it to fit into 15 characters.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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