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Level optimizing
Forum Index - Events - SMW Central Production 2 - Level optimizing
Pages: « 1 2 3 4 5 » Thread Closed
Level AE: over 3,000 objects has been reduced to 574. Whoever made this really needs to learn that stuff placed out of Direct Map16 Access can be resized...
MrDeePay: Adding Agent Q's background to Pheonix's level was actually one of those things I did earlier.

..however, I rather like what you did with the cave level there, so I'm going to snag that one for the base. Thanks.
Quick question, but how do ya'll find out how many objects are in a specific level anyway?
Highlight them all, and it should tell you the object count at the bottom of Lunar Magic. Multiplying that value by five and converting it to hex should tell you how many bytes a level uses. As far as I know though, this won't catch tiles that are behind other tiles (citation needed).
@SNN: It doesn't. I'm not sure if an object that is behind another object actually counts towards the space used, though. Can somebody else confirm this?

e: will continue level 119 tomorrow, 1769 - 1337 = 432 objects removed so far.(no joke! there's 1337 objects left in the level!)
Last edited on 2011-11-10 04:46:48 PM by Incognito.
003 and 028 as optimized as I can get them.

There were a few spots where the large girders were separate tiles, and that's all I really had to fix. I couldn't actually optimize it much, guess I did good on that huh?

I'll go back through my other level here in a bit to see what I can fix there.
Oh dear.

Objects behind objects really aren't counted by LM...
In that case, I must have removed 1000+ tiles by now XD

Also, GN, objects behind objects are definitely inserted and count towards the total bytes. Otherwise, how does Lunar magic know they are even there?
Just as a heads up, YCZ sent me the finished optimization of Barathrum Baritis, which ended up saving a ton of bytes (IPS size dropped from 2686 KB to 2658 KB). Needless to say, I'll be crossing it off the initial post.
I'll work on my level 128 (plus the sublevels), it definitely needs some optimization (all the sublevels together are about 3300 tiles objects)

edit: I'll also see what I can fix up on my other level aswell
Last edited on 2011-11-10 10:09:08 PM by DPhoenix29.
Not really relevant, but I find it amusing that SMW levels can take so many bytes (and so many designers just place crap willy-nilly without any forethought about space since there's so much available), yet in SMB3, typical levels are only 100-150 bytes (and consistently going over 300 per level is tantamount to running out of level space).

Yet another reason to be thankful for the existence of Lunar Magic.
Sinds almighty hints and tips for level optimizing

1. Remember that the bottom row isn't visible ingame. All tiles that are placed there can be removed without causing much trouble

2. pressing 4 makes the sprite layer invisible, making your job easier. You can also press 2 and 3 to remove layer 2, and set the background color to something obscure that makes sure all tiles and cutoff are clearly visible

3. To quickly remove all background tiles(that won't appear in the level anyways), select all tiles, and press ctrl+x. Then, remove all the remaining tiles, and press ctrl+v to out the old tiles back again.
Alrighty, for Togepuku Tussle!

15 - I managed to save 18B bytes by removing the background tiles I wasn't using.
4A - 424 saved, removed background tiles and that rock.. eyesore.. thing
4B - F0 saved, background tiles
45 - 41 saved, background tiles. This one I remember I was cleaning up as I went along replacing ground with my new graphics! :V

And here's the mwl files.
Hmmm, level optimization you say...

*looks over his own levels...*

Okay... lets see what I've got here.

Rusted Retribution
Level 12B: 0E Screens long, 779 objects
Level 1DB: 0D Screens long, 1884 objects
Level 1DC: 07 Screens long, 395 objects (+113 on Layer 2)
Level 1DD: 0B Screens long, 833 objects (+198 on Layer 2)
Level 1DF: 02 Screens long, 112 objects

Playground Bound
Level 114: 1C Screens long, 3158 objects
Level 16A: "14" Screens long, 3156 objects
Level 16B: 0D Screens long, 1924 objects
Level 16C: 0A Screens long, 311 objects

Holy crap, I should really fix this! Yeah, I should probably see how much I can actually trim down in terms of object usage, though the reason why Playground Bound in particular took up so many objects was probably due to the nature of my tileset, which consisted of an alternating pattern of light and dark diamonds.
Last edited on 2011-11-10 05:20:49 PM by GeminiRage.
Originally posted by GeminiRage
though the reason why Playground Bound in particular took up so many objects was probably due to the nature of my tileset, which consisted of an alternating pattern of light and dark diamonds.

Well, your tileset appears to work just like normal 16x32 bricks, which means that the solution I posted earlier in the thread should help:

Originally posted by yoshicookiezeus
If you have a brick made up of the tiles A and B, you can make an object that looks like this:

A B
B A

and then you'll be able to stretch it both vertically and horizontally, as opposed to just horizontally with the obvious A B object.
I'm done with 1B, 58 and 54
Probably saved about 900 tiles so far

I'll send the levels inn tomorrow, when I have finished 59 as well.
For those who are not in IRC at the moment, there are now *'s located in the Reservation list thread and the Sub-level signup thread indicating a optimized level/sublevel.
That's these two threads, for those who don't know

Also I sent an optimized A9 to SNN just moments ago

But you should only mark them in the reservation thread once all of its sublevels are optimized too
Alright, so I've come to the conclusion that, for the most part, 102 and its sublevels are, for the most part, already optimized, but only because most objects can't be combined due to the way the map16 tiles are set up (the most common brick is made up of tiles 3863 and 3866, for example). Do we have permission to claim new map16 tiles in the name of optimizing space?
Yes. Don't claim too much if you can help it, but if claiming a small group of tiles will vastly reduce a level's size, then feel free to check the boxes on the Map16 page.
Tropical Turnout

(119) 552 > 285 (!)
(9A) 539 > 317 (!)
(9B) 387 > 342
(9C) 65 > 60
(9D) 88 > 76

I added the SMWCoins into the level while I was at it.
http://bin.smwcentral.net/u/1365/Tropical%2BTurnout%2B-%2B19.mwl
http://bin.smwcentral.net/u/1365/Tropical%2BTurnout%2B-%2B9A.mwl
http://bin.smwcentral.net/u/1365/Tropical%2BTurnout%2B-%2B9B.mwl
http://bin.smwcentral.net/u/1365/Tropical%2BTurnout%2B-%2B9C.mwl
http://bin.smwcentral.net/u/1365/Tropical%2BTurnout%2B-%2B9D.mwl
Pages: « 1 2 3 4 5 » Thread Closed
Forum Index - Events - SMW Central Production 2 - Level optimizing

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