Talk:BRFNT (File Format)

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Changing image type

I'm trying to change the image type, but the new image is 4 times bigger than the original. I changed all of the (known) required pointers in RFNT, FINF, TGLP and CMAP (CWDH doesn't have any known pointers) and it loads perfectly in BRFNT-ify. However, it fails to load in Mario Kart Wii. Please see this for more info about what help I need.
--Guilmon35249vr 03:23, 11 January 2012 (CET)

I understand that direct question is a technical one, and it's good to find out the answer for the sake of knowledge. But the indirect question concerns me. Why are you using a bigger image in the first place? I assume because it looks nicer while you're designing it? But will it actually be noticeable on a tv screen? Will it really make more than a minor difference in-game? And when you say bigger, is it a higher resolution or a different image format that happens to have a larger file size?
A larger image is going to eat up more of the RAM budget, and lead to poorer performance. There already enough laggy CTs out there, there's no need add to the problem. Additionally, it's possible the menus/front end are set to use a specific amount of memory; it's possible your font is pushing it over the limit.--Jefe 04:59, 11 January 2012 (CET)
I'm not using a bigger image in terms of dimensions (both images are 1024x2048), it has a bigger filesize because it uses more color information. The original font is grayscale with an alpha channel. My new font is full color with an alpha channel. --Guilmon35249vr 19:54, 11 January 2012 (CET)
I think that's the problem. The colour information should in theory be of the same type. - Ah2190, the Master of Nitrous, (Talk page) posted at 23:04, 11 January 2012 (CET)
I changed which type of color data it should be reading. I changed it from 02 to 05. --Guilmon35249vr 01:46, 12 January 2012 (CET)