Only 256? Are you sure? The bible says 512 (at least the version I have does). Or are you talking about a different memory limit within the pilot file itself?
I've been thinking, and I believe it would be (theoretically) possible to handle many missions with only a few mission bits. For example:
If you a making a plug and you have 10 sets of mission strings which move with direct causality from one to another. Give each string an AvailBitClear setting 1 through 10. In addition, each mission's AvailBit is set by the mission before. However, mission strings alternate the method of direct causality: the first string sets bits to cause the next mission to appear, the second string clears bits to cause the next mission to appear, and so on. In the first few missions, set all the availBitClear bits (that would not take all ten missions). In this way 10 bits can be used over and over again to control the flow of 10 different mission strings. Using this method, you can handle 100 missions with only 20 mission bits, a ten by ten matrix. With 200 mission bits, a 100 by 100 matrix, you can handle 10,000 missions. More than enough for any sane plug-in designer. With room to spare for all sorts of other uses of mission bits. This is a simple example, but I think it illustrates the principle that mission bits do not need to be the limiting factor in any plug-in designer's scope. There may be some logical problems with my example, too. It's hard to keep that many bits in my head at once. But even if it would take 300 bits in this arrangement to enable 10,000 missions, the allocation of mission bits is ample.
Was that at all clear?
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Bubbles
(This message has been edited by Bubbles (edited 01-31-2000).)