							AVP Memory for 2048k Cartridge
							==============================

	Description:											Memory (k for kbytes NOT kbits):
	------------											--------------------------------
Jaguar statup code												  8k

65 wall panels at 32k each with 6.5:1 JPEG compression (we have tried this now on a lot and			320k
of panels and get very good results at up to this ratio or slightly higher). There are more
than 65 panels because all the signs (armoury, medlab  etc.) are saved as one base panel plus
overlays, but the artists have accepted the equivalent size of 65 panels to work within.
The true value will probably around 70 as not that many panels benefit from these overlays.

Animations and objects in maze: these are stored in the same format, and a further complication
is that they can be run direct from ROM if required. In fact there is not enough room in RAM to
have all these items in RAM so we store some uncompressed in ROM and some compressed and then
moved into RAM. Uncompressed there are 747k of animations and 150k of maze objects. The compression
ratio from simple LZW compression (i.e. we can get it done sooner rather than later) is 1.5:1.
There is 600k of RAM free for this data therefore we have:

600k of compressed anims:											400k
300k of uncompressed anims:											300k

Mission screens: 3 full screens at 320x240 pixels CRY, with 4:1 compression using JPEG (generated
scenes do not compress as well as scanned scenes)								115k

Computer screens and overlays: the equivalent of 6 full screens' worth (i.e. 3 screens plus overlays)
in 256 colours using LZW compression i.e. 6x320x240x2/3								307k

Intro and game completion screens: 2 320x240 generated screens							 77k

Sound: see attached comments from Chris										256k

Explosions													 80k

Gun overlays													 80k

Code														 64k

HUD overlays													 30k

													       -----
Total:													       2037k


							RAM Allocation
							==============

Expaned panels (max. of 32 different 32k panels per level)						       1024k

RAM buffers: 2 320x240 screens and all other buffers as currently used by game system (i.e. clipping
buffer, GPU code overlays, current HUD weapon overlays, object lists, JPEG decompression tables)		424k

Uncompressed anims in RAM (see above)										600k

													       -----
													       2048k
