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Forums > C64 Productions > preview of upcomming 8k game
2006-07-22 19:33
Trifox
Account closed

Registered: Mar 2006
Posts: 108
preview of upcomming 8k game

hi all, i just have finished all the features of my current game, if you want please take a look, comments are welcome!

download here:
http://download.verpicktewg.de/?filename=kleinhuisbehaviours/wa..

instructions.

play with mouse or joystick,
´start game with space

click in the upper half generates a new level
click in the lower halfy rotates playfield!
 
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2006-08-03 04:29
Style

Registered: Jun 2004
Posts: 498
half a k per highscore?

what the!
2006-08-03 14:39
Trifox
Account closed

Registered: Mar 2006
Posts: 108
ok, i save 16 entries for high and lo,
2 bytes for score
1 byte for level
13 bytes for name

all in all 256 bytes for hiscore, and 256 bytes for loscore, all in all half a kbyte ... ;) furthermore i am planning to save the replay of the game, this won't be done for each level, but for a global highscore, meaning, 128 additional bytes for each entry, the rounding to 16 entries is just because i like 256 byte borders ... ;)
2006-08-03 14:48
enthusi

Registered: May 2004
Posts: 677
Just a comment:
for 13 chars as name, you hardly need 13 bytes.
2006-08-03 15:00
Jetboy

Registered: Jul 2006
Posts: 299
True...
13 bytes is long enough to save 20 character long name without any compression... and you have some bits left.

Plus if you save lo scores you dont need 2 bytes per score, just one, assuming the table starts with 255 as lo score :)

Now - you can use compression on top of that - there are free source codes out there to do that.
2006-08-03 18:03
Trifox
Account closed

Registered: Mar 2006
Posts: 108
hrhr, calm down, i won't use any compression on that hiscore ... ;) i am rather thinking about crypting the highscore ... in memory already, to make it harder to cheat ... ;) and throwing away some unused stuff, but 4 blocks for a highscore

and talking about compressing 20 bytes of char data is more than useless... lets say you enter

Kommissario_de_la_lo

costs 20 bytes, we have the following count of
K =1
o=3
m=2
i=2
s=2
a=2
r=1
o=2
_=3
d=1
e=1
l=2

comming up to total count of 12 different characters, so we need 12 bytes to store the characters used, sorting the whole stuff by occurence we come up with o and _ as the most char, so choosing one randomly, using prefix free codes, we can encode o as 1 bit, lets say '1' and then _ encode as '01' and so on, all in all i can compress the string to 16 bytes ... but, every string compresses different, so for the sake of easy coding, I WON'T compress those highscores, i could compress the highscores at all, but anyway, i need to know the upper bound of how big can a highscore be, and 128k for the whole 256 levels is a good estimation, so i can be sure that my game and the whole highscores fit on one disk, i could also compress the whole 128k file comming up to seemingly 70k of data, but as you should now our beloved 64 has only 64k available, *boerks*, got it ?

quality before quantity?
quantity before easibility?
easibility before quality ?
quantity before quality?

hehe, anyway ...
2006-08-03 18:20
Shadow
Account closed

Registered: Apr 2002
Posts: 355
I thought the earlier comments regarding name compression was that you don't need full 8 bits. If you limit the name entering to A-Z you only need 5 bits per char, so 20 characters would store in 20*5/8=12.5 bytes.
2006-08-03 18:23
enthusi

Registered: May 2004
Posts: 677
jup, my thought. YOu'd even have ,./!_ etc...
2006-08-03 18:33
Trifox
Account closed

Registered: Mar 2006
Posts: 108
yes, that is all right, but i do not spend many thoughts on that actually... perhaps later on when comming closer to a release version i will rethink the way i encode the highscore, what do you guys think about crypting the highscores ? is it senseless? or should i try to keep the highscores crypted in memory, or should i throw away the thought of crypting highscores, cause no one would cheat on that, to surprise its liddle sister?
2006-08-03 18:56
enthusi

Registered: May 2004
Posts: 677
I think the more you encrypt the more people will want to cheat. Also you risk a 0day-crack-warez-version :))
A nice crypting might take you quite some time and is not worth it imho. No decent coder/cracker will be stopped by that anyway and well... the only kind of cheating that doesnt suck is when people claim you cant.
2006-08-03 19:10
Trifox
Account closed

Registered: Mar 2006
Posts: 108
i won't claim that you can't cheat, but i want to surprise the guys who want to ... ;) and i actually want someone to crack my game ... hehe, so, i won't release it as freeware ... but 0euro download ...

... perhaps i should include some copy protection .. muahaha
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