Executables mostly zero bytes?

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When I compile my project into an executable the file contains large amounts of zero bytes.

Blitz executables are just over 1MB. They're only higher than that if you use a file packer to include files within the EXE itself.

Yep. Just over 1MB. You can shrink them using UPX as well.

Does that not increase depending on how much code you have?

Of course it will increase... code needs bytes, hehe

According to GfK a game with 8,500 lines of code is still only 1.6MB. So the amount of code isn't a huge factor, especially when you add in your media.

The ammount of functions tho I believe will. For those are indepentently compiled for use. Like DLLS. I believe. Logicaly.

My game has reached about 2.6meg. How on earth is Gav managing to create a 4meg file?

I just did a count.
My app is 53,817 lines of code (probably including comments) and compiles to 3.576 MBs (obviously not including external media).
Just as an example.

Maybe "Gav" is utilising large amounts of data/media in his source - ie, in data statements, etc?

That doesn't explaine the large amounts of zero bytes though, puki. Plus, there's a limit to the number of data statements you can have.

Well, all those zero's will disppear when you ZIP the file up, so wouldn't be a problem when offering them for download over the internet.

Also, there is no limit to the number of Data statements - just A LOT of typing (unless they've been created some other way).

Funny, I'm sure someone hit a Data limit some time ago when trying to incorporate media as data items. Oh well.

Funny, I'm sure someone hit a Data limit some time ago when trying to incorporate media as data items. Oh well.


i think that happens with the original blitz3d ide. there's was a filesize limit for inlcudes, if i remember right. problem got solved by using another ide ;)