Path: utzoo!utgpu!water!watmath!clyde!rutgers!sri-spam!ames!amdcad!sun!pitstop!sundc!seismo!uunet!iscuva!davids From: davids@iscuva.ISCS.COM (David Schmidt) Newsgroups: comp.sources.games.bugs Subject: Re: Omega problems with compiling? Running? Keywords: omega, big Message-ID: <1123@iscuva.ISCS.COM> Date: 1 Feb 88 16:44:50 GMT References: <232@icus.UUCP> <2012@ncr-sd.SanDiego.NCR.COM> Organization: ISC Systems Corporation, Spokane, WA Lines: 22 In article <2012@ncr-sd.SanDiego.NCR.COM> matt@ncr-sd.SanDiego.NCR.COM (Matt Costello) writes: > >The uninitialized data is dominated by the "Dungeon" array, which is >40x64x64x20, or 3200K. If just the town level and the current level >were kept in memory then this would drop to 160K, reducing the total >memory needed to just 838K. This would fit in a 1MB machine. Now >all that is needed is somebody to make the changes. If you don't have the time to re-do the entire dungeon array, you can recover a lot of space by changing ints to shorts in a number of the arrays. This assumes of course that your C compiler uses 32 bit ints and 16 bit shorts. Someone here did that and dropped the size by ~800K, which was enough to get it running on his machine (4mb virtual). Sorry, but he hasn't passed me any diff files yet! -- David Schmidt UUCP: davids@iscuva.ISCS.COM ISC Systems Corporation (uunet!iscuva!davids) East 22425 Appleway Phone: +1 509 927-5479 Liberty Lake, WA 99019