Help:Updating the RSTB: Difference between revisions

Moved BFRES RSTB estimation to this page
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imported>NiceneNerd
(Moved BFRES RSTB estimation to this page)
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=== Why deleting entries is sometimes necessary ===
=== Why deleting entries is sometimes necessary ===
Currently, rstbtool cannot calculate sizes for complex resources (e.g. [[bfres]], [[AAMP]] files). The workaround is to delete their RSTB entry: doing that causes the game to allocate a lot of memory, enough to ensure that the resource can be loaded correctly. This wastes a significant amount of memory, but it is a quick and simple workaround that is perfectly fine if you only do it for a limited number of resources (100 should be safe).
Currently, rstbtool cannot calculate sizes for complex resources (e.g. [[bfres]], [[AAMP]] files). The workaround is to delete their RSTB entry: doing that causes the game to allocate a lot of memory, enough to ensure that the resource can be loaded correctly. This wastes a significant amount of memory, but it is a quick and simple workaround that is perfectly fine if you only do it for a limited number of resources (100 should be safe). Note that for BFRES files, it is possible to generate a workable estimate for an appropriate RSTB value using the method below instead of deleting entries.
 
== Estimating resource sizes for BFRES (Wii U only) ==
[[File:Allrstb.png|alt=All BFRES RSTB entries|thumb|RSTB size analysis for all BFRES files. Y-axis: ratio, X-axis: BFRES file size, dot size: RSTB entry size.]]
Though current tools cannot yet calculate exact RSTB values for BFRES files, by analyzing the BFRES files Nintendo shipped with the game and their RSTB entries, it is possible to make some general observations which permit loose estimates for setting BFRES RSTB values.
 
There are two types of BFRES file: model and texture. (Texture files are further divided into regular textures, which include <code>Tex1</code> in the name, and mipmaps, which contain <code>Tex2</code> in the name, but there seems to be no difference in RSTB calculations concerning these two types of textures.)
 
[[File:Modelrstb.png|thumb|RSTB size analysis for BFRES model files. Y-axis: ratio, X-axis: BFRES file size, dot size: RSTB entry size.]]
For models, the ratio of RSTB entry size to BFRES file size increases early, but lazily, as BFRES file size decreases. The estimations are trickier for models than they are for textures, but they are still fairly simple overall.
 
* If your model BFRES is less than 100KB, your RSTB entry should be 200% of your BFRES file size.
* If your model BFRES is greater than 100KB, but less than 1MB, your RSTB entry should be 175% of your BFRES file size.
* If your model BFRES is greater then 1MB, but less than 2MB, your RSTB entry should be 150% of your BFRES file size.
* If your model BFRES is greater than 2MB, your RSTB entry should be 125% of your BFRES file size.
 
[[File:Tex1rstb.png|thumb|RSTB size analysis for BFRES tex1 texture files. Y-axis: ratio, X-axis: BFRES file size, dot size: RSTB entry size.]]
For textures, the ratio of RSTB entry size to BFRES file size increases late, but sharply, as BFRES file size decreases. This makes the estimates for RSTB entry size for textures incredibly easy.
 
* If your texture BFRES is less than 100KB, your RSTB entry should be 200% of your BFRES file size.
* If your texture BFRES is greater than 100KB but less than 500KB, your RSTB entry should be 110% of your BFRES file size.
* If your texture BFRES is greater than 500KB, your RSTB entry should be 101% of your BFRES file size.
 
[[File:Tex2rstb.png|thumb|RSTB size analysis for BFRES tex2 texture files. Y-axis: ratio, X-axis: BFRES file size, dot size: RSTB entry size.]]
Note: These analyses were done on the Wii U 1.5.0 version. Switch version calculations will vary.


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