ventuz
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Player (125)
Joined: 10/4/2004
Posts: 940
CoolKirby wrote:
I ran two sets of 100 trials of ScreenshotCompress but was only able to compress this one 7 more bytes[...].
I used TinyPNG to see which can be compressed and most of them saves 0-3% which I skipped. It saved about 1.05 KB on that image (reduces 31%).
Spikestuff
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Joined: 10/12/2011
Posts: 6444
Location: The land down under.
Original Size: 3.39kb Using what we're meant to use: 2.46kb Using an offsite which has never been discussed about or used before: 2.35kb
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4037
Looks like I forgot to run OptiPNG. After that and ScreenshotCompress, I got it down to 2.44 KB, though TinyPNG's is still smaller. I wonder, what does TinyPNG use that our programs don't? Could we start using that site or another newer compressor instead?
Joined: 12/31/2009
Posts: 174
TinyPNG uses lossy compression. I believe OptiPNG is lossless only. TinyPNG and the various other suites which provide the same function use several algorithms to combine colors and thus reduce the palette/bit depth. One of the popular lossy algorithms: http://pngquant.org/
Editor, Experienced player (570)
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Posts: 4037
Ah, that explains it! I'm glad we've been sticking to lossless then; allowing any quality loss in our screenshots could be a slippery slope. I can go ahead and compress the first 11 screenshots that ventuz posted (the first half) and either post the smallest file sizes I get here or replace them as soon as I finish (which probably won't be tonight).
Demon_Lord
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Joined: 2/20/2011
Posts: 80
Location: Chicoutimi, Qc, Canada
CoolKirby wrote:
Ah, that explains it! I'm glad we've been sticking to lossless then; allowing any quality loss in our screenshots could be a slippery slope. I can go ahead and compress the first 11 screenshots that ventuz posted (the first half) and either post the smallest file sizes I get here or replace them as soon as I finish (which probably won't be tonight).
I just want to chime in to say that using color quantization (ie.: pngquant) can really shrink down the size without any color difference if used correctly (that is, if you specify an equal or greater number of colors as parameters, up to 256). It simply looks for the most used colors in the picture, then dither extra colors (hence why it can be lossless if there are not unmapped colors) and convert the picture to a palette-based format. It can really be used for GB/NES-era screenshots. SNES can go up to 511 colors, though, so not an option there. For example, there are 18 colors in the GBC SpongeBob screenshot, so it can be converted without issue:
convert 2515M.png -define histogram:unique-colors=true  -format "%c" histogram:info:- | wc -l
18
pngquant --speed 1 18 2515M.png
zopflipng 2515M-fs8.png final.png
Original image (3848 bytes) Resulting image (2505 bytes) Edit: SGB Wario Land II, 29 colors: Original image (14470 bytes) Resulting image (7308 bytes)
creaothceann
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Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
Demon Lord wrote:
SNES can go up to 511 colors
http://www.zophar.net/pdroms/snes/32-768-color-demo.html
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Demon Lord wrote:
Original image (3848 bytes) --> Resulting image (2505 bytes) Original image (14470 bytes) --> Resulting image (7308 bytes)
Got these down to 2453 bytes and 7214 bytes respectively by adding pngout, advdef and deflopt to the mix. pngout does that lossless quantization automatically by the way. I think some other of these tools does that as well. Like so:
if ! gifsicle -O2 -b "$1"; then

in="$1"
tmp="compress.sh-tmp-"$$".png"
fin="_$1"

rm -f "$fin"

sizes="-n1 -n2 -n3 -n4 -n5 -n6 -n7 -n8 -n9 -n10 -n11 -n12 -n13"
filters="0 1 2 3 4 5"
advpng -z -4 "$in"
optipng -o7 "$in" && advpng -z -4 "$in"
advdef -z -4 "$in" && DeflOpt "$in"    
zopflipng -m "$in" "$tmp" && mv -f "$tmp" "$in"

for filter in $filters;do
  for bufsize in $sizes;do
    rm -f "$tmp"
    while [ $(jobs -p|wc -l) -ge 4 ]; do sleep 0.2; done
    if true; then
      f="$tmp"."$BASHPID".png
      pngout -v -f$filter $bufsize "$in" "$f"
      advdef -z -4 "$f" && DeflOpt "$f"
      flock -x 333
      bsize="`stat -c %s $in`"
      size="`stat -c %s "$f"`"
      if [ $bsize -gt $size ]; then
        mv -f "$f" "$fin"
      else
        rm -f "$f"
      fi
    fi &
  done  
done 333< "$in"
wait
mv -f "$fin" "$in"

fi
Doing this used to be standard practice (with tools available back then) when I still administered the site... I wonder why it is not anymore.
Post subject: SotN ultra package insanity + re-update from Mischief Makers
Experienced player (691)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
I resized all SotN publication screenshots now guise!!! oh boy it wasn't easy... Here's all the old ones: Here's the new ones I made (notice the file size): https://files.tasvideos.org/dekutony/2584M-fs8_zpsazpftz5h.png https://files.tasvideos.org/dekutony/2661M-fs8_zpsue4hx9xe.png https://files.tasvideos.org/dekutony/2547M-fs8_zpsa4rhkug9.png https://files.tasvideos.org/dekutony/2666M-fs8_zpstxpamzsg.png https://files.tasvideos.org/dekutony/2657Mfix-fs8_zpsixv64aan.png https://files.tasvideos.org/dekutony/2541Mfix-fs8_zpserzk8tuw.png Now all SotN publications have the correct pixel size. edit: im stupid P.S. cuz I love you: I made another update to Mischief Makers, now with no quality loss and with less file size. OLD update: New update: EDIT: Re-uploaded to dropbox cuz photobucket sux --------------------------------- ohh man i will need a break after this. ~_~
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
How come they are not 4:3? Did the PSX really use a non-4:3 resolution with perfectly square pixels on screen?
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
They should be 4:3 (unless the game really uses a widescreen picture), but the correct aspect ratio and amount of black borders around the actual image could be hard to determine since the developers might have expected part of it to be hidden due to overscan.
Post subject: some tony hawk update i dunno...
Experienced player (691)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
Nahoc's N64 Tony Hawk's Pro Skater 2 got an update! It fixes that graphics bug on the right side of the screen. Old: New: http://i933.photobucket.com/albums/ad175/tony_leal1/glide64thps201_zpsir8ws01b.jpg ---- BTW guys, I'm still waiting on more opinions of those SotN screenshots I've made.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
ars4326
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Experienced player (778)
Joined: 12/8/2012
Posts: 706
Location: Missouri, USA
The SOTN screenshots are really looking good, Kurabu. It looks like you're getting the hang of updating screenshots, while keeping them at the lowest file size possible.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
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Joined: 5/11/2011
Posts: 1108
Location: Murka
Warp wrote:
How come they are not 4:3? Did the PSX really use a non-4:3 resolution with perfectly square pixels on screen?
None of the resolutions supported on the PSX had square pixels.
Experienced player (691)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
Spikestuff
They/Them
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Joined: 10/12/2011
Posts: 6444
Location: The land down under.
errrrr....... I say it should be the other-way around and saying SMB+LL+USA+3 should be larger.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Post subject: Re: multigame
Editor, Skilled player (1440)
Joined: 3/31/2010
Posts: 2109
Kurabupengin wrote:
The old ones are too big, with that I mean the actual pixel size.
I like the idea of scaling them down, I felt they were too big before. I was wondering if, in general, they may be look better with the black areas removed, i.e. like this: With Mega Man X1, X2 and X3, it's really just a matter of turning the black area transparent. With Mega Man 3, 4, 5 and 6, one'd crop out the 8 black columns on the left of each screenshot and put them back together again. There's one caveat in that the black bars are part of the actual NES output, and therefore technically shouldn't be cropped out. However, I think they look really distracting here.
Experienced player (691)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
Experienced player (691)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
Oh yeah, I forgot this publication. Old: New (lighter size): There's more PSX screenshots to be updated, but... not right now.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Spikestuff
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Posts: 6444
Location: The land down under.
Screenshot isn't 320x240 (4:3) as what a PS game should be so... shudders <Mothrayas> what is most shuddering is the usage of photobucket in this day and age
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Experienced player (691)
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Posts: 2233
Location: Guatemala
fsvgm777
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Posts: 1215
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I respectfully disagree with changing the screenshot for Mega Man 9 to a 256x224 one, because while the game is a retro throwback to the NES Mega Man games, the screenshot you propose is not what the console outputs. The Wii can output 480p, and since our screenshots have to be resized to 320x240 (or 384x216 if it's 16:9) (because they'd be way too big for the page otherwise), the screenshot that's currently in place is much closer to the console output.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Experienced player (691)
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Posts: 2233
Location: Guatemala
What about Mega Man 10?
Here, my YouTube channel: http://www.youtube.com/user/dekutony
fsvgm777
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In my honest opinion, the screenshots for Mega Man 10 should be restored back to what they once were (as in, 320x240), because of what I said in my post (concerning Mega Man 9, but it's pretty much the same for Mega Man 10).
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Experienced player (691)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
[3117] SNES Donkey Kong Country by Tompa in 07:50.08 has been updated. It's higher quality and it has much lighter filesize. Old: New:
Here, my YouTube channel: http://www.youtube.com/user/dekutony