• 1 Post
  • 142 Comments
Joined 4 months ago
cake
Cake day: June 23rd, 2024

help-circle













  • SMB on the NES and the DX port share graphics with a 16x16 tile size. Therefore, only 10x9 tiles can be shown at once, as opposed to 16x14. The small FOV and resulting camera tilt was very frustrating, especially with the Lost Levels.

    This port scales the graphics down to the GB’s resolution. I imagine it takes a lot of CPU cycles just to rearrange the graphics data into the Game Boy’s 8x8 tile structure in display RAM. Either that, or it’s precomputed and the ROM is huge.

    Edit: the tiles are not 12×12 but 8x8 so there is no need, they correspond to the RAM.

    Also, they have backported some content from later games




  • What kind of image is it? Reducing the number of colors in a PNG is usually inferior to JPEG compression. It can be OK for screenshots of texts and simple drawing but otherwise you’re better off with lossy JPEG or WebP.

    Some instance admins don’t even use the built-in pict-rs server so media cannot be uploaded natively at all.

    Some only allow month-old accounts to post images up to 500 kiB.

    Others leave the limits on the relatively high defaults: 10 MiB per file and up to 900 frames for soundless animation/video, which must be in WebM format and VP9 codec (or it will need to be reencoded, which usually fails because of the short timeout). It’s easy to use ffmpeg or HandBrake to create low-bitrate 30-second HD videos that fit but the limits are not visible to users and even the defaults are nowhere to be found in Lemmy documentation, I had to read the source code.