Czechs Mex
02-14-2005, 04:38 PM
Draygone's topic about the possibility of memory leakage got me thinking about this. I really have no idea if memory leakage exists, but over the course of time I've spent playing this game, I've found some fairly interesting stuff about memory management. Some of this stuff you may already know, and a lot of it may be useless. But it might come in handy if you're desperate to squeeze the ending cutscene into your game, or if you're trying to fit your game onto one less memory card so that people will actually download it. Mostly, though, I've just spent too much time playing this game, and now I'm curious about how it's insides work. If you've got any tips or observations to contribute, feel free. To start us out, here's a few things I've noticed:
1) Every dungeon you modify automatically takes up 34 system memory and 21 scenario memory. So if you make a dungeon, do absolutely nothing to it, and "update data", you will have wasted 34 system memory on nothing. The same goes for event data. (Note, however, that you can delete the entire dungeon to get back this wasted memory, so I wouldn't call it a memory leak. But if you're scrapping for memory, you might want to check for this).
2) The amount of blocks a game takes up on the memory card does NOT only depend on the amount of system/scenario memory used.
For example, I just created a dungeon that took up 252 system memory. I then copied the dungeon 442 times so that it took up all but 147 of the total system memory allowed. I then went to save, and the system data required 1 block of memory.
I then deleted everything and created a dungeon that took up 8484 memory. I copied this dungeon 13 times so that it took up all but 5659 total memory. I went to save, and this time, the system data required 7 blocks of memory (even though less total system memory was used).
I don't have this down to a science, but clearly dungeon size plays a large role in how many blocks are required to save the data. There could be other factors as well, though.
I'm really not sure if the same goes for scenario data, but I have a hunch that it does.
3) The maximum amount of memory any dungeon can take up is 8484 units, and the way this memory is used is ****ed up.
First of all, there's two different types of system memory that appear to be independent of each other - the background tiles and the foreground tiles. Each tile takes up memory, so placing a foreground tile so that it completely covers a background tile might be unwise. You'd be better off erasing the background tile first.
The foreground and background tiles can each take up 4225 memory at the very most. This seems to make sense, because there are 65x65=4225 squares in any given dungeon, so each tile takes up one unit of memory.
However, start up a dungeon and start plopping down tiles, and you'll see that each item does NOT necessarily take up 1 unit of memory. Sometimes it takes none, sometimes it takes 5. I really haven't figured out what this depends on. One thing I have noticed is that if you make a diagonal with tiles, every tile you place inside the square with that diagonal takes up 0 additional memory. What does this mean? I have no idea, and solving this puzzles probably has no practical purpose. It's just kind of interesting to figure out how things work.
And when you care about stuff like that, that's how you know you've played too much RPG Maker.
1) Every dungeon you modify automatically takes up 34 system memory and 21 scenario memory. So if you make a dungeon, do absolutely nothing to it, and "update data", you will have wasted 34 system memory on nothing. The same goes for event data. (Note, however, that you can delete the entire dungeon to get back this wasted memory, so I wouldn't call it a memory leak. But if you're scrapping for memory, you might want to check for this).
2) The amount of blocks a game takes up on the memory card does NOT only depend on the amount of system/scenario memory used.
For example, I just created a dungeon that took up 252 system memory. I then copied the dungeon 442 times so that it took up all but 147 of the total system memory allowed. I then went to save, and the system data required 1 block of memory.
I then deleted everything and created a dungeon that took up 8484 memory. I copied this dungeon 13 times so that it took up all but 5659 total memory. I went to save, and this time, the system data required 7 blocks of memory (even though less total system memory was used).
I don't have this down to a science, but clearly dungeon size plays a large role in how many blocks are required to save the data. There could be other factors as well, though.
I'm really not sure if the same goes for scenario data, but I have a hunch that it does.
3) The maximum amount of memory any dungeon can take up is 8484 units, and the way this memory is used is ****ed up.
First of all, there's two different types of system memory that appear to be independent of each other - the background tiles and the foreground tiles. Each tile takes up memory, so placing a foreground tile so that it completely covers a background tile might be unwise. You'd be better off erasing the background tile first.
The foreground and background tiles can each take up 4225 memory at the very most. This seems to make sense, because there are 65x65=4225 squares in any given dungeon, so each tile takes up one unit of memory.
However, start up a dungeon and start plopping down tiles, and you'll see that each item does NOT necessarily take up 1 unit of memory. Sometimes it takes none, sometimes it takes 5. I really haven't figured out what this depends on. One thing I have noticed is that if you make a diagonal with tiles, every tile you place inside the square with that diagonal takes up 0 additional memory. What does this mean? I have no idea, and solving this puzzles probably has no practical purpose. It's just kind of interesting to figure out how things work.
And when you care about stuff like that, that's how you know you've played too much RPG Maker.