Path: utzoo!mnetor!tmsoft!torsqnt!news-server.csri.toronto.edu!clyde.concordia.ca!thunder.mcrcim.mcgill.edu!snorkelwacker.mit.edu!tut.cis.ohio-state.edu!pt.cs.cmu.edu!o.gp.cs.cmu.edu!andrew.cmu.edu!rg20+ From: rg20+@andrew.cmu.edu (Rick Francis Golembiewski) Newsgroups: comp.sys.amiga.games Subject: Re: Amiga Omega followup... Message-ID: Date: 23 Dec 90 23:01:52 GMT References: <2767@ux.acs.umn.edu> <1990Nov28.200105.4571@diku.dk> <2510@wn1.sci.kun.nl>, <1990Dec3.164405.7877@diku.dk> Organization: Class of '92, Carnegie Mellon, Pittsburgh, PA Lines: 25 In-Reply-To: <1990Dec3.164405.7877@diku.dk> ovb10@cs.kun.nl (Patrick Atoon) writes: >Does it also LHarc it's saved games? I recently LHarced a 131068 bytes >saved game and got a 8098 (94% shorter!!!) bytes file in return. No >wonder that my disks get a bit crowded with saved-games. So if there is to Yes there is a great savings with compression, and in fact the code does support compression of character files using compress (brings save file from ~200K to around 30K), however here is how it works: omega writes the file to disk and then runs compress on the file. Also it will ONLY read compressed imput files (although this could be changed), plus it needs the full 200K free to be able to uncompress the file. Also not everyone has compress and I didn't want to make it part of the omega distribution. Besides nothing is stopping YOU from manually compressing the character files and uncompressing them when you want to play (that's what I do). After considering all of the problems I decided that the compression feature wasn't worth the trouble, especially since you had to have the full space for the file anyway... // Rick Golembiewski rg20+@andrew.cmu.edu \\ \\ #include stddisclaimer.h // \\ "I never respected a man who could spell" // \\ -M. Twain //