to infinity and beyond
I wanted to get a clear picture of the EEPROM collisions.
It’s clear that I’ll not be altering 150+ games.
Nope not anymore. It would take me too much time and can’t prevent collision with the bigger games. I leave that to the authors. I’ll be focusing om backup/restore. But reducing collision willstill be beneficial for EEPROM wear and Non FX Arduboys.
I’ll be looking into that. But I’ll also need the EEPROM usage values for that.
That exactly what I do not want.
The intention is to only backup and restore what is actually changed not the 1K (- system bytes). Both for wear leveling and speed.
I agree on that.
My sincere appologies @obono I now realize that your using bitfields! How silly of me not noticing that
Do you mean that your sources on Github Master branch are out of date? I based my findings on that. * Chie Mari: My appologies I miscounted there. * Psi Colo: I count 30 (6 * 4 + 5 * 1 + 1) for record size not 22. With u32 signature and u16 checksum thats 36 bytes. * Reversi: I count 32 ( 8 + 8 + 5 + 2 + 3 + 4 + 2) for record size not 26. With u32 signature and u16 checksum thats 38 bytes. * Stairs Sweep: I count 46 (5 * 8 + 4 + 2) for record size not 26. With u32 signature and u16 checksum thats 52 bytes