Did you ever saw a char and thought: “Damn, 1 byte for a single char is pretty darn inefficient”? No? Well I did. So what I decided to do instead is to pack 5 chars, convert each char to a 2 digit integer and then concat those 5 2 digit ints together into one big unsigned int and boom, I saved 5 chars using only 4 instead of 5 bytes. The reason this works is, because one unsigned int is a ten digit long number and so I can save one char using 2 digits. In theory you could save 32 different chars using this technique (the first two digits of an unsigned int are 42 and if you dont want to account for a possible 0 in the beginning you end up with 32 chars). If you would decide to use all 10 digits you could save exactly 3 chars. Why should anyone do that? Idk. Is it way to much work to be useful? Yes. Was it funny? Yes.

Anyone whos interested in the code: Heres how I did it in C: https://pastebin.com/hDeHijX6

Yes I know, the code is probably bad, but I do not care. It was just a funny useless idea I had.

    • deltapi@lemmy.world
      link
      fedilink
      arrow-up
      1
      ·
      1 day ago

      The AD&D “Gold Box” games from SSI Inc. stored game text in 6-bit encoding. The first one of these I played was “Champions of Krynn” and the PC release came on 4 360k 5.25 dsdd floppy disks. They actually needed the packing in those days, and couldn’t afford to spent cpu cycles or ram on built in compression.
      I remember opening up the game data files in a file viewer (maybe pc-tools?) and being confounded by the lack of text in the files.

    • AllNewTypeFace@leminal.space
      link
      fedilink
      arrow-up
      7
      ·
      2 days ago

      I did something like this once, in the course of a project whose purpose I don’t remember. Realising that 8-bit ASCII was wasted on the constrained alphabet of some kind of identifiers, I packed them into 6 bits, 1⅓ to a byte. I recall naming the code to do this “ShortASC”, pronounced “short-ass”