Re: a good ASCII Character map?
- Posted by Euman <euman at BELLSOUTH.NET> Jan 13, 2001
- 411 views
ASCII dec = 255 hex = FF name = EO (end of) sometimes refered to as phantom space EDCDIC dec = 55 hex = 37 name = EOT (end of txt/transmit) or IBM dec = 3 hex = 03 name = ETX (end of txt) etc..etc.. BS There are alot of real easy ways to do what I think your trying to do, the easiest being. seek to the end of the file, grab the length of the file (in bytes) and store the length value in the file i.e: {{{3}123},{{4}1234}} I want to help, so give me an example. euman at bellsouth.net ----- Original Message ----- From: "Kat" <gertie at PELL.NET> To: <EUPHORIA at LISTSERV.MUOHIO.EDU> Sent: Saturday, January 13, 2001 18:53 Subject: Re: a good ASCII Character map? > On 13 Jan 2001, at 15:21, LEVIATHAN wrote: > > > Heya all! > > > > Unfortunatly, all the ASCII character maps I see are all the standard > > ASCII-127 maps (Which Windows decides to use) and in these I > > can't seem to find what character EOF is... (My dad said it was FF, > > but that didn't come out true... might've been in ASCII-255...) > > > > So, if I can't use the EOF character, how would I stick EOF at a > > certain part of the file? > > I'm not sure what you are trying to do, cause if you put in a DOS EOF, dos > may not read the entire file. But if you are using one file to hold many > bitmaps, and defining your own eof, here's several options: > > 1) make all the bitmaps the same size, by padding them out, and then > each bitmap will begin at multiples of size and end at multiples of size. > This will make replacing, deleting, or rearranging bitmaps a lot easier too. > > 2) when you save the files, make sure there is no byte 255 (for example), > then you can use a 255 as your terminator. Or use any byte you wish that > will not appear in your bitmaps. > > 3) don't save all the bitmaps as one file, use as many files as you want on > the harddrive. When the program starts, read them all in, each as a > subsequence in your main bitmap sequence. That way, you can organise > them when you read them in, they are all in memory, and the difference in > size is not a factor. So the road texture is MainSeq[Road][Texture], road > edging is MainSeq[Road][Edge], and the lawn is MainSeq[Lawn], etc.. > > Kat >