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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-18 10:38:31 +02:00
Commit Graph

5 Commits

Author SHA1 Message Date
Misa
6c85fae339 Change all tilemaps to be short[1200] instead of int[1200]
This removes around megabyte from the binary, so a stripped -Og binary
went from 4.0 megabytes to 2.9 megabytes, and an unstripped -O0 binary
went from 8.1 megabytes to 7.1 megabytes, which means I can now finally
upload an unstripped -O0 binary to Discord without having to give money
to Discord for their dumb Nitro thing or whatever.
2020-07-19 16:25:53 -04:00
Misa
adca6a122a Turn tower vectors into plain arrays
Also, the arrays are statically allocated. I forgot to do this when we
were statically allocating things earlier, but better late than never.
2020-07-06 11:19:24 -04:00
Misa
b53d2ae53f Remove i/j/k attributes from classes that don't need them
The only class that actually needs its i/j/k kept is scriptclass,
because some custom levels rely on it for creating custom activity
zones. So I haven't touched that.

Other than that, there's no chance that anything important relies on
i/j/k in any other class. For that to be the case, it would have to use
i/j/k without initializing it beforehand, and that can simply be
detected by removing the attribute from the header file and seeing where
the compiler complains. And the compiler complains only about cases
where it's initialized first. (Note that due to this check, I *haven't*
removed Graphics's `m` as it precisely does exactly this, using it
without initializing it first.)

Interestingly enough, otherlevelclass and towerclass have unused i/k
variables for whatever reason.
2020-06-14 14:37:29 -04:00
Misa
86516bb284 Remove now-unused fillbackground/fillcontents/fillminitower from Tower
They are now unused because we no longer have to parse 120, 100, or 700
strings in order to load these tilemaps.
2020-05-17 22:03:29 -04:00
Ethan Lee
f7c0321b71 Hello WWWWWWorld! 2020-01-08 10:37:50 -05:00