SonicStorm said:like games that use lots of .png format pictures. TMNT Rescue-Palooza uses a lot of .png files in addition to high-quality sound effects.
I thought I heard somewhere that .png (on Wii and PSP) used more memory due to it using an older decompiler? Oops! Thanks for clearing all of this up for me though. I actually didn't know that music files didn't count towards OpenBOR's memory limit. I think I understand how OpenBOR's memory works better now.Damon Caskey said:SonicStorm Image format has absolutely nothing to do with compatibility. When used properly the .png format has ~20% better compression than .gif, and both are automatically optimized by the engine on load anyway.
It's the volume of images that matters, along with number of (and yes quality) of sounds, scripts, stage sizes, how the creator chooses to arrange "know" vs. "load", and a lot of other factors.
It's logical to assume bigger modules will use more memory because they are probably more ambitious in general, but the sheer size of a module on disk does not directly affect memory use. The module might be bloated up with material it doesn't actually load, or as is often the case, it has oversized music tracks. That's a common mistake, but doesn't use more memory. Music is streamed and doesn't load into RAM.
DC
SonicStorm said:I thought I heard somewhere that .png (on Wii and PSP) used more memory due to it using an older decompiler? Oops! Thanks for clearing all of this up for me though. I actually didn't know that music files didn't count towards OpenBOR's memory limit. I think I understand how OpenBOR's memory works better now.![]()
msmalik681 said:When I last tested between gif and png they had different file sizes (png being smaller) but they took the same amount of memory in the engine.
Another issue was if a png was using anything less then 256 colour palette it would crash the engine I hope that has been addressed with the new decoder.