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by fredoralive 1132 days ago
The way Super Street Fighter II has a mix of methodologies seems to count against that. Why only run this optimiser on the new art?

I could see artists might still use a grid when sketching and planning to keep a handle on sprite size / memory usage. But not in the hand packed sort of way, more just each sprite drawn unscrambled on a grid. You wouldn't go through all the rigmarole of hand optimising memory layouts if some stage in the build system is going to ignore it and do its own thing instead.

1 comments

Because if you change the tiles, you need to redo all the tile number tables throughout the program. Much easier to only change it for new graphics added to the game than to rework a bunch of old stuff that works.