Yeah, some of these levels are enormous (Oh Man! It's Hell takes up a full bank by itself) because they use Direct Map16 and place every single tile individually. Can we work as a team like we did for SMWCP2 and try to shrink down some of these?
To see which ones are the biggest: extract all of the levels to a folder, then sort by file size. The larger ones are the ones we want to optimize.
I used map16 3C4C-3C4F, 3D5C-3C5F, 3C6C-3C6F, and 3C7C-3C7F to make objects to help reduce the file size.
EDIT: aaaaaaaaa didn't realize Latukas was also doing 17
*cries*
why does something like this happen whenever I help. bye bye 1 and a half hours.
Regardless I didn't use any more map 16 so I only got it to 10kb so you did a better job anyway...
It'd probably be a good idea to post what level you intend to work on before starting so someone else doesn't waste their time like that.
I'd help with this, but this kind of thing isn't my forte. I'll optimize my own levels as much as I can, but I'll leave the rest to others for now.
Thanks a lot TRS, and you too Latukas (at least for trying). There are a fair number of other levels that need work also, so I encourage you to try and help out with those too!
Originally posted by TRS
14E - 31KB
150 - 19KB
07F - 19KB
051 - 18KB
All of these are part of Adventum Terminus which I will be redesigning, so feel free to remove them completly from the base ROM.
Originally posted by Mineyl
It'd probably be a good idea to post what level you intend to work on before starting so someone else doesn't waste their time like that.
Right.
Gonna claim 11B and 0AD. They're both use pretty detailed ground, so reducing these two will probably mean simplifying them.
Very quick question: what is the practice to use when making a new level for the hack to avoid it getting too big? Do we avoid placing all the Map 16 tiles individually at the start, or do we only optimise it after we know the level is A-OK?
I might do one of these... in two weeks time, after my holidays.
- BlackMageMario
B7 and 1B1 are part of Sanctuary Fortress and I'll be touching them up. I'll handle any optimizations when I work on them.
That was incredibly time consuming. Kinda makes me not want to do 0AD for a while.
No rush. If it's any encouragement, your efforts are proving to be incredibly helpful. Those two optimizations alone have saved us almost two full banks of space (and considering that was due to levels alone, that's huge)!
Originally posted by S.N.N.
Those two optimizations alone have saved us almost two full banks of space
Went through the level threads and marked the levels in my list that are being remade.
I'll take one 1E0, looks simple enough.
Edit: Are all the sublevels on this list from acceptable levels/levels that don't need to be redone?I wonder what a HFD opcode would do in ASM...
I'll take 007 (Forgotten Forest). I'm fixing up that level anyway.
Edit: Brought it down to 8.5 KB. I'll send it in once the level goes through testing.
More can be done through (a) creating additional Map16 tiles, and/or (b) having the graphics conform to SMW's FG format, if anyone's interested.Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART