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Dividing a Memorizer Theory and Building A Save System with 100+ Variables

Archive: 5 posts


Hello everyone,

I am going to see how well this works out but I have this really huge save system that I am building in my mind and I cant help but think there is a better way. Hopefully you logic guru's can think of something or at least confirm the idea before I spend hours completing it or at least open my mind to other options.

First I will list the things I need saved, and then I will describe my approach to resolving this. Keep in mind, I need experts. Clearly I need a memorizer, but compression is the name of the game here and I want to condense as much as possible.

Here is a list of mostly everything I will need to save. This is for an RPG game.

8 Different Items with a maximum Quantity of 15

32 Pieces of Equipment with a maximum Quantity of 3

32 unlocked variables--for now we will just call these variables but includes story progress, quest etc.

As you can see, I have two different types of information to save. One requires simply being on or off. The other requires that I save the quantity of the variables.

Here is where I think "Dividing" a Memorizer is really the only way to accomplish this without using 50+ Memorizers. And its really as simple as it sounds. Lets just take an Item and call it "X".

http://i9.lbp.me/img/ft/5d9df40dc37b9cd6b861ddfd62e42c8dd8ecf669.jpg

For Item quanities I simply added how much I needed to save(15) and segmented the amount of variables it would cost me in LBP2. Since I use selectors for this, I would need 16 outputs for 0-15. And as usual, I keep my math very simple:

4x4=16. So we will use 4 nodes on the memorizer for Item X only! Lets zoom in on the blue chips:

http://ie.lbp.me/img/ft/22e47f590174922089da90c14502b4a7eabf5f82.jpg

The smaller blue chip at the bottom of the screen contains four tags. As you may have guessed, we achieve 16 different variables by using a combination of the tags being on (1) and the tags being off (0). I will be moving these to microchips since the wires are getting a bit out of hand, but this picture illustrates the idea.

It doesnt get rid of the fact that I would have to use multiple memorizers, but it saves a lot more than just assigning 1 variable to one node. Instead we sort of code in variables by using a combination of tags specific to a segment of the memorizer to create more space. The Microchips' colors represent different segments to be used on the Memorizer. Things like Leveling up could go over 25, so they may require more space on the memorizer. Like say 36 would require 6 nodes.

With this, I have come to the conclusion that unless your level as more than 32 variables that need to be saved, you do not need more than one Memorizer for the entire level. It will hog space for the levels that need them.

But can anyone think of a better way to save things in an RPG? or perhaps improvements on this?
2014-07-07 05:35:00

Author:
Rpg Maker
Posts: 877


8 Different Items with a maximum Quantity of 15

8 x 4 bits = 32


32 Pieces of Equipment with a maximum Quantity of 3

32 x 2 bits = 64


32 unlocked variables--for now we will just call these variables but includes story progress, quest etc.

32 x 1 bit = 32

Add them all together and you get 128 bits. IIRC a single signal is stored in 24 bits, which means you could make do with as little as 6 memoriser ports. But that would require a lot of logic, you'll probably want to store a bit less efficiently to keep the system less complex.

I can't really tell from the pictures what you're trying to do there, so I can't comment on that.
2014-07-07 12:14:00

Author:
Rogar
Posts: 2284


8 x 4 bits = 32



32 x 2 bits = 64



32 x 1 bit = 32

Add them all together and you get 128 bits. IIRC a single signal is stored in 24 bits, which means you could make do with as little as 6 memoriser ports. But that would require a lot of logic, you'll probably want to store a bit less efficiently to keep the system less complex.

I can't really tell from the pictures what you're trying to do there, so I can't comment on that.

The AND gates there are just different combinations of the four tags at the bottom. So like 0001, 0011, 01111, 0011 (0 meaning off and 1 being on). This could be easily duplicated across the entire memorizer without having to rewire.( The second picture is both blue microchips opened)

But, I am interested in this method you are hinting at. Do you know if there is a tutorial of this anywhere? I am not sure if I know how signals work with the memorizer. But you are saying a signal could be split into 24 bits. Those bits could be assigned to different variables and the memorizer would save each of those bits?

If its possible, I would like to know the complex stuff. I planned on spending some days building this anyway.
2014-07-07 18:56:00

Author:
Rpg Maker
Posts: 877


I don't know the fine details, I read about it here: https://lbpcentral.lbp-hub.com/index.php?t=88206-256-bytes-of-RAM

Also, seems I was mistaken, the thread says there's 26 bits in an analog signal.
2014-07-07 22:54:00

Author:
Rogar
Posts: 2284


I made a little tutorial (24min) about this topic, it`s in german, but when you watch it, I`m sure you will understand the logic behind it


https://www.youtube.com/watch?v=8msPrG_HJmI
2014-07-08 21:49:00

Author:
Hanfi1311
Posts: 776


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