Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: HandsFree on Fri 20/02/2015 12:50:36

Title: sprite filesize
Post by: HandsFree on Fri 20/02/2015 12:50:36
Sorry if this is the wrong place, cause it's not really about scripting, but it is technical... ;)

For the KQ4 project we have a lot of animation stills that are uncropped. We also have a few cropped files (png) and I noticed that the size in kb is almost the same. I expected the uncropped versions that are actually the size of the full screen, 640*400, to be much bigger but apparently they aren't.

I've heard that when importing images, AGS converts then to an internal format. So my question is: will the uncropped images when imported in AGS also take up the same number of kb's as the cropped ones, or does the internal format will make the 640*400 images take up more memory than the cropped ones?

It will save me a lot of work if I can just use the uncropped ones, but the game is becoming very big as it is already.

thanks
Title: Re: sprite filesize
Post by: Crimson Wizard on Fri 20/02/2015 13:03:50
AGS imports all graphics as BMP (raw bitmaps), but when saving to file it compresses them using RLE compression (http://en.wikipedia.org/wiki/Run-length_encoding).

What is special about RLE is that it replaces the long sequence of one colour with just few bytes (literally telling that X color repeats N times).
This means that images having large regions of one color will be very well compressed.
Roughly speaking, a 10x10 blank image will take same space as 1000x1000 blank image.


PS. PNGs have their own compression, that may produce similar results (although, frankly, I never looked into their format specifics).
Title: Re: sprite filesize
Post by: HandsFree on Fri 20/02/2015 13:17:37
The part that is deleted by cropping is just transparency. So I understand the uncropped ones will not take up more space than the cropped ones.
thanks