@Wolfvak
I think i can help out with the Boot Animation File Sizes a bit (In fact i spent the last few hours writing this code)
Some animations, such as ones that have static parts, can effectively make use of delta-frames to lower the file size considerably.
But let's have the code do the talking: https://github.com/usagirei/DeltAnim
The parts you'll be interested are in This File, namely the CopyPixelBlock, DecodeFrame and LoadAnimation.
The code for decoding should be portable to BootAnim9 without too much effort, since i made it so you can decode directly into a frameBuffer, also didn't use classes or anything that shouldn't work natively on standard C.
Now for some comparisons from the standard bootanims provided on the release zip from bootanim9:
GameCube: From 29,3 to 3,74mb (This one has loads of black and static blocks)
N64: From 5,76 to 1,84mb (Mostly the Black Edges)
PSX: From 74,1 to 31,8 (A Bunch of Still Frames)
GameBoy: From 35,1 to 27,8 (This one was made from a gif, and has too much noise, making it generate too many delta frames)
Of course this is just a suggestion, but if you want to implement it, the code is available, and the Encoding/Decoding utility for end users is also on the releases tab (which you can drag and drop any animation currently available to check the delta-compressed sizes to decompress it back to whole-frames pass a -d flag with the file name)
The Commandline utility has a few flags you can check by running it without parameters.
Example:
DeltAnim.exe anim -o anim_comp -> Delta-Compresses animation to anim_comp
DeltAnim.exe anim_comp -d -o anim_dec -> Decompresses Delta-Frames to Whole Animation on anim_dec
I think i can help out with the Boot Animation File Sizes a bit (In fact i spent the last few hours writing this code)
Some animations, such as ones that have static parts, can effectively make use of delta-frames to lower the file size considerably.
But let's have the code do the talking: https://github.com/usagirei/DeltAnim
The parts you'll be interested are in This File, namely the CopyPixelBlock, DecodeFrame and LoadAnimation.
The code for decoding should be portable to BootAnim9 without too much effort, since i made it so you can decode directly into a frameBuffer, also didn't use classes or anything that shouldn't work natively on standard C.
Now for some comparisons from the standard bootanims provided on the release zip from bootanim9:
GameCube: From 29,3 to 3,74mb (This one has loads of black and static blocks)
N64: From 5,76 to 1,84mb (Mostly the Black Edges)
PSX: From 74,1 to 31,8 (A Bunch of Still Frames)
GameBoy: From 35,1 to 27,8 (This one was made from a gif, and has too much noise, making it generate too many delta frames)
Of course this is just a suggestion, but if you want to implement it, the code is available, and the Encoding/Decoding utility for end users is also on the releases tab (which you can drag and drop any animation currently available to check the delta-compressed sizes to decompress it back to whole-frames pass a -d flag with the file name)
The Commandline utility has a few flags you can check by running it without parameters.
Example:
DeltAnim.exe anim -o anim_comp -> Delta-Compresses animation to anim_comp
DeltAnim.exe anim_comp -d -o anim_dec -> Decompresses Delta-Frames to Whole Animation on anim_dec
