QUOTE (Solaris Paradox @ Jul 17 2010, 02:20 AM)
QUOTE (Chimpo @ Jul 17 2010, 02:14 AM)
First it was that it's a downloadable game. Then that it has to accommodate the Wii, and now you're on about file size regarding level sizes which Jim goes on to disprove. When are you going to draw the line here?
^ I'm going to give you the benefit of the doubt and assume you just didn't catch the part where I said, "Hey, Jim, could you explain that to me? Maybe my understanding is actually wrong." Because, y'know, the alternative would be that you choice to ignore my virtuous quest for clarification and understanding in favor of the misperception that I'm being stubbornly wrong.
have a conversation about the Wii's hard-drive limitations in this (or was it the other) very thread some time ago, and the file-size issue was mentioned at the time. So sue me, I misunderstood.
Anyway, Jim... if it's not too much trouble, could you explain exactly how those "basic concepts" work? At least a Cliff's-notes version? For, y'know, my epic and virtuous quest for clarification and understanding. ^.^'
Okay, say a file has a whole longass string of FFFFFFFFFFFFFFFFFFFFFF's or 11111111111111111111111's or any shit like that. It can be compressed. You save a ton of filespace, with the result of a slightly longer load time.
You can also optimize how you store level data. As an example, EVERY single level and all of the level art combined in NSMBW which is a much longer game is LESS than 9mb. This also ties into optimizing your level art.
S4 has around 80 tiles for every level when it could have done it like NSMB and have a block based system and it would look identical. Instead they waste over 100mb on level art. It also has no compression. Pretty much it did everything wrong.