How is it possible to stuff a lot of content (textures, hi-quality sound etc.) into a 64kb intro?
The main trick is to avoid static data. No bmp/gif/png texture bitmaps, no mp3/ogg/wav streams. Instead, only ‘meta-data’ is saved in the final file, while the content will be created realtime or in a ‘loading’ sequence before the intro actually starts. Instead of saving the actual pixel data of a texture, you just save ‘the contruction plan’, the actions you’ve done in your texture generator in order to make the texture look like it does. The same principle applies for sound. Save just the note and other key data and reproduce the actual audio in realtime. Of course this requires you to write your own texture generator (or maybe not, there are quite some generators out there) and your own realtime software synthesizer. This way you’ll save a LOT of data. To save even more, you can: – Config your compiler properly in order to avoid any ballast in your exe – Use an executable packer like UPX – Throw out compatibility code (erm…) Related links: – http://www.hailstorm.net/papers/smallwi
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- How is it possible to stuff a lot of content (textures, hi-quality sound etc.) into a 64kb intro?