Intro help

Started by ade2004, March 27, 2009, 03:29:27 PM

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ade2004

My mk armageddon intro stopped working all of a sudden, i looked in the mugen log file:

"Playing storyboard mkaintro.def: scene

Error loading storyboard: mkaintro.def"

now I accidentally hit HP (and closed mugen) and I got this error:



Weird thing is the intro HAS worked before:



All I did was add more stuff to the system.def file and sff file for the animated main menus.

what's wrong??? ??? ??? ???

Cyanide

Quite possibly you've added some badly formatted sprites.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

ade2004

Quote from: Cyanide on March 28, 2009, 03:02:19 AM
Quite possibly you've added some badly formatted sprites.
Really? coz I didn't touch it again, all i did was add to the system.sff which has nothing to do with the mkaintro, but since I am never able to see the animations in FF ill do it all over adding the sprites in it.

This has nothing to do with the fact that the mka intro sff file is 1gb right? ::)

interloko

1 gb???
how many sprites do you have in it?
i made 2 versions of that some time ago.
i have an sff with 2016 uniques sprites (76.7MB) and another with 18144 (splited in 9) with better quality (90.3MB). and the audio file is 3.96MB.

ade2004

#4
Well it has 9900 sprites, i included the beginning, midway presents blah blah, then the intro, then the press start screen

I used a software that does batch to convert all the sprites to 256 colors, maybe ill try again tomorrow.

interloko

you need to optimize it.
i've cut the black part too and only left the important part and only unique sprites.
the "2016 version" is not optimized, the other one is.

is too much 1gb for a medium quality.

ade2004

How exactly do I optimize?

interloko

an example with a poor quality image:

unpotimized:



optimized:



in the intro put the bg to 0,0,0

that's the beggining of optimization. and another one is not repeat frames.. if you capture 8 frames just put that time in the animation.

ade2004

Quote from: interloko on March 28, 2009, 04:35:23 AM
an example with a poor quality image:

unpotimized:



optimized:



in the intro put the bg to 0,0,0

that's the beggining of optimization. and another one is not repeat frames.. if you capture 8 frames just put that time in the animation.
hmm so by optimize you mean remove the black surroundings around the images eh??

and when you say:
"in the intro put the bg to 0,0,0"

where exactly? in the intro def file, do u mean clearcolor = 0, 0, 0
??

interloko

yes, clearcolor

before (1 image with 256 colours):


and see this, the same image but splited in 9:



i made this:










Edit: but the split technique is good for menus, etc.. not for some giant intro..
i tested both files with similar size in MB but one very bigger in sprites and that will take a lot more to load

ade2004

Thanks a lot, It is too late to try this now, I will try tomorrow and let you know what happens. :)

ade2004

Ok i tested the first 2000 sprites of the intro now optimized and the intro works now, but:





They seem to be too big for the screen, how do I fix this?

Bastard Mami