Saving and Loading

Level 5
Joined
Feb 27, 2011
Messages
175
Wow man, this is amazing i didn't really know that this kind of stuff's exist. ^_^
You got me interested, surely i will have hard times study this shitload of information.
I mean i understand a lot of things here but i think i read too much info at once.
This is awesome.
*excited face*
 
Level 14
Joined
Apr 20, 2009
Messages
1,543
I really like this tutorial, it is easilly understandable and very well explained. However there is still one thing that struck me.

How can I see the actual numbers of the raw id of an object? I know that it is stored as ascii 256 but even if I put the table next to it: http://www.flexcomm.com/library/ASCII256.htm

I can't see how these dots are connected.
Would you care explaining how you got these numbers?

(It might also be usefull adding the ascii table inside the tutorial if it is connected in any way)

STANDARD ASCII (0-127)dec
Null0
Start of heading (SOH)1
Start of text (STX)2
End of text (ETX)3
End of transmit (EOT)4
Enquiry (ENQ)5
Acknowledge (ACK)6
Audible bell (BEL)7
Backspace (BS)8
Horizontal tab (HT)9
Line feed (LF)10
Vertical tab (VT)11
Form feed (FF)12
Carriage return (CR)13
Shift out (SO)14
Shift in (SI)15
Data link escape (DLW)16
Device control 1 (DC1)17
Device control 2 (DC2)18
Device control 3 (DC3)19
Device control 4 (DC4)20
Neg. acknowledge (NAK)21
Synchronous idle (SYM)22
End trans. Block (ETB)23
Cancel (CAN)24
End of medium (EM)25
Substitution (SUB)26
Escape (ESC)27
File separator (PS)28
Group separator (GS)29
Record separator (RS)30
Unit separator (US)31
sp32
!33
"34
#35
$36
%37
&38
'39
(40
)41
*42
+43
,44
-45
.46
/47
048
149
250
351
452
553
654
755
856
957
:58
;59
<60
=61
>62
?63
@64
A65
B66
C67
D68
E69
F70
G71
H72
I73
J74
K75
L76
M77
N78
O79
P80
Q81
R82
S83
T84
U85
V86
W87
X88
Y89
Z90
[91
\92
]93
^94
_95
`96
a97
b98
c99
d100
e101
f102
g103
h104
i105
j106
k107
l108
m109
n110
o111
p112
q113
r114
s115
t116
u117
v118
w119
x120
y121
z122
{123
|124
}125
~126
¦ DEL127

EDIT: lol I didn't have to make this apparantly xD
 
Last edited:
char*256+char2 etc for all 4 chars. They are combined into 1 number. You can use the ascii lib to convert an integer to an ascii string if you want to see the ascii representation of the number. To do that, int-int/256*256 is the first char, int/256, repeat until u get all 4 chars out ; ).

Displaying 'hpea' displays it in base 10 format, which is 'h'*256+'e' etc. I displayed it in base 10 purposefully to show that 'hpea' was not "hpea" and that it has an actual base 10 value to it ;p.
 
Level 14
Joined
Apr 20, 2009
Messages
1,543
char*256+char2 etc for all 4 chars. They are combined into 1 number. You can use the ascii lib to convert an integer to an ascii string if you want to see the ascii representation of the number. To do that, int-int/256*256 is the first char, int/256, repeat until u get all 4 chars out ; ).

Displaying 'hpea' displays it in base 10 format, which is 'h'*256+'e' etc. I displayed it in base 10 purposefully to show that 'hpea' was not "hpea" and that it has an actual base 10 value to it ;p.

Thank you for the explenation. I guess that when using this equation in order to convert it to base 10 it would need no help from the actual ascii table then xD?
My work on the table in my previous post was for nothing :( I can still make the second table if anyone is interested... xD
 
Level 14
Joined
Apr 20, 2009
Messages
1,543
Actually I stopped at Base Conversion, hence my question :S
I did understand everything so far so I'll go through with this another time.

I'll walk this through when I have more time.
 
Last edited:
Level 16
Joined
Sep 29, 2008
Messages
365
Hi Nestharus.
i think it's really cool all your work.
about inserting numbers with different base in a colection. inserting greater bases at the begining and lower bases at the end helps to reduce the final number size?
in a common multiplication does not. but with the "adding" number i got the doubt...
 
Level 16
Joined
Sep 29, 2008
Messages
365
Hi nestharus...

i'm currently using your save-load-code system on my rpg map (enthahsaras tales) and works perfectly.

the data that is stored is:
- 12 slots for item inventory with max=1501
- 12slots for items chargues with max=51
- maximun exp=980000
- 3 atributed points max=1381
- 100000/10 for gold
- 1000 for lumber
- hero type max=61

i implemented your system about two months ago, today still work cool and perfectly.
 
Level 23
Joined
Apr 16, 2012
Messages
4,041
I have gone through the whole map and I must say Im amazed.

Its great, its interactive and I learned a lot.
The way it works is little bit harder to understand for people like me who have no experience it this but I understood all lessions, only got a little bit too lazy to calculate in later lessions :D

Very good map overall
 
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