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Sprite GFX optimization anyone?
Forum Index - Sunken Ghost Ship - Old Contests & Events - SMW Central Production 1.5 - Sprite GFX optimization anyone?
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I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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To be blunt about it, the organization of the GFX files pertaining to sprites was an absolute mess. Too many one-shot sets, too many sets where very little was changed compared to their "default" set and shit was just thrown around without any regard for anything.

Which is why I am likely getting in over my head and would like to do a side-project in trying to organize the sprites together to use as few wasteful sets as possible. This link (which I should host on my own space because SNN can/will remove it unknowingly) contains every single sprite used in the game to some capacity- which will help me and anyone else who wants to pitch in in listing which level used what enemies. And if necessary, to remap them as well.

One thing I noticed while going through the sprites list is the amount of sprites who have names that are not very descriptive - what do sprites like "level", "omnomnomage", and "electricity" actually do? I know this is relatively minor, but it would be lovely for them to get more descriptive names, so that when a person is looking through what sprites are available to use, they won't have to actually insert these weirdly named sprites to even understand what they could do.

- BlackMageMario
Kipernal made an amazing tool which compares all ExGFX files and looks for similarities, then records the percentage in a text file. However, 425 ExGFX files (the amount in SMWCP) is too many and causes it to crash. Perhaps we could contact him and see if he can whip up something similar or more efficient? We can effectively save a ton of room if we can get this working.
Originally posted by S.N.N.
However, 425 ExGFX files (the amount in SMWCP) is too many and causes it to crash.

Could you temporarily delete half of the ExGFX files so the program can process them in smaller chunks, or does the program read directly from the ROM file and not the individual ExGFX files?

Alternately, couldn't you just insert half of them into a fresh ROM and analyze that? Or is it important to get all of the files at once? I don't know how the program works exactly.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Originally posted by S.N.N.
Kipernal made an amazing tool which compares all ExGFX files and looks for similarities, then records the percentage in a text file. However, 425 ExGFX files (the amount in SMWCP) is too many and causes it to crash. Perhaps we could contact him and see if he can whip up something similar or more efficient? We can effectively save a ton of room if we can get this working.

What? Does it use up all your computer's RAM or something?
I was assuming the sheer volume was too much for the program to handle. Comparing the first to 424 others, then the second to 423 others, etc. might have just been too much.

Then again, the hell do I know about stuff like that?
Originally posted by AxemJinx
Could you temporarily delete half of the ExGFX files so the program can process them in smaller chunks

You can split the files to multiple chunks, but you can't just split it in two and compare that, or the files from each half won't be cross-compared to each other. You must split it to multiple chunks, then run the tool on each pair of chunks together. For example, if there are 6 files, you can compare 1/2/3/4, then 1/2/5/6, then 3/4/5/6.

Yes, it will get quite massively painful if you need to split it to more than three or four chunks, but hopefully it's not necessary to split it to more than four chunks.

(Yes, it will compare some files multiple times. You'll just have to ignore the duplicate results.)

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<blm> zsnes users are the flatearthers of emulation

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I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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Originally posted by BlackMageMario
One thing I noticed while going through the sprites list is the amount of sprites who have names that are not very descriptive - what do sprites like "level", "omnomnomage", and "electricity" actually do?


If you're unfamiliar with a sprite, put it in any ol' level and describe it out to the best of your abilities. Without looking "electricity" is a semi-invincible sprite that bounces back and forth between two solid objects and "omnomnomnomage" is that floating Muncher in oh god brambles.

"level" is LevelASM in sprite form (runs different code depending on extra bit and X position), primarily for those unfamiliar with inserting LevelASM via patches.

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I know this is relatively minor, but it would be lovely for them to get more descriptive names, so that when a person is looking through what sprites are available to use, they won't have to actually insert these weirdly named sprites to even understand what they could do.


That's what the Custom Collection of Sprites, Sprite16, and SSC files (which are frequently ignored) are for.

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Forum Index - Sunken Ghost Ship - Old Contests & Events - SMW Central Production 1.5 - Sprite GFX optimization anyone?

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