Finding maximum map sizing by massive testing:
[This almost works and is a 166x10 map]
[These just don’t work at all but they pretend to work long enough to get screenshots out]
[This is actually the map overwriting part of the map and screwing itself up a bunch]
Minute long gif of non glitchiness showcasing why 120x10 is a horrible map size:
click to watch
Note that the map here actually looks like that so that’s not a glitch
More huge maps causing more “”“interesting”“”" results in hunting for the maximum X size for a minimap:
Then I checked the maximum Y size for a functioning minimap
As you can see this loops from the bottom to the top.
60 wide, and 62 tall, are the maximum sizes that the minimap engine handles. Taller than that, however, the minimap engine actually still displays accurately, but the looping annoyance gets worse and worse.
Then, using the formula I had found, I tried a new map size because brute force is good:
4y + 2xy < 3300 (4y = row pointer, 2xy = tile map is 2 bytes per tile)
2y + xy < 1650 (1650 is known to break and 1634 is known to work)
y = 62
124 + 62x < 1650
62x < 1526
x < 24.613
x = 24 ▓▓▓ 2 (62) + (24)(62) = 1612
For some reason the range map wasn’t clearing, dunno why. Didn’t care why, more interested in just finding the actual map sizes one could use.
So far I have that:
2y + xy must no more than evidently 1634,
[[might be higher]]
x must be no more than 126
the minimap breaks [nonfatally] if x > 60
y must be no more than 91
the minimap connects the top and bottom of the maps if y > 62
the minimap also lets you scroll over-down but this doesn't cause errors
24x by 62y breaks [1612]
24x by 60y doesn't [1560]