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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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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