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willglynn avatar willglynn commented on May 30, 2024

It's my understanding that ENDTURN.TMP is a savegame file, which is a little header followed by a dump of struct Players all fed through RLE compression. It's not at all graphics-related and has no business using graphics buffers, other than memory pressure in the DOS version meant that unnecessary graphics buffers were primo for scratch space.

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kiyote avatar kiyote commented on May 30, 2024

Okay, I'm going to replace it with another buffer and see what happens.

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mkmccarty avatar mkmccarty commented on May 30, 2024

The use of the graphics buffers is a holdover from the DOS days where we were using memory wherever it was available. The file is used to create save games. The ENDTURN.TMP is created and whenever the player wants to save the game this file is used to create the save game file so the restored game begins at the beginning of the turn and not at some midpoint after R&D or other turn activities.

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willglynn avatar willglynn commented on May 30, 2024

Could we hold this data in RAM instead of writing it to ENDTURN.TMP? What is the lifecycle of the temporary file?

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mkmccarty avatar mkmccarty commented on May 30, 2024

This was written to disk originally because of the limited RAM space. There's no reason could simply be held in RAM and used when necessary.

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kiyote avatar kiyote commented on May 30, 2024

Quick unrelated question. BUT files are just straight-up byte-for-byte copies of the image data, yes? Erm, with palette info, as well, I mean. No compression or anything?

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willglynn avatar willglynn commented on May 30, 2024

The game uses several different ad-hoc image formats. The best key is the but2png source.

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kiyote avatar kiyote commented on May 30, 2024

Thanks.

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