User Tools

Site Tools


wiki:user:fdelapena

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Last revisionBoth sides next revision
wiki:user:fdelapena [2010/08/28 13:48] fdelapenawiki:user:fdelapena [2019/08/15 00:11] – OS X -> macOS fdelapena
Line 3: Line 3:
 Hi, I'm Francisco de la Peña (fdelapena). Hi, I'm Francisco de la Peña (fdelapena).
  
-Currently living in Barcelona, Spain. I can speak Spanish, Catalan and enough English to be here writing this.+I live in Costa Rica. I can speak Spanish, Catalan and enough English to be here writing this.
  
-I have the role of EasyRPG project manager. 
  
 ===== Currently maintaining ===== ===== Currently maintaining =====
  
-I currently maintain the whole dedicated server, web server, project websites (main page, blog, wiki, forums, bugtracker...), project account on SourceForge and subversion accounts, IRC channel on FreeNode, etc.+I currently maintain the whole dedicated server, web server, project websites (main page, blog, wiki, forums, bugtracker...), project account on GitHub, IRC channel on FreeNode, etc.
  
-I'm currently the maintainer of the RTP documentation project and developing the RTP database website.+help with project contributions and GNU/Linux port and GNU Autotools building maintenance.
  
-I'm maintaining the EasyRPG editor, too.+===== Things made =====
  
-===== Thinks I made =====+I made porting tests of the EasyRPG player to the GP2X and OpenPandora. I made the first PSP port test, too. Also I made port testing of the very first EasyRPG editor (wx based) to macOS.
  
-I made porting tests of the EasyRPG player to the GP2X and OpenPandora. I made the first PSP port testtoo. Also I made port testing of the EasyRPG editor to Mac OS X.+I made small contributions to the player and liblcf codeas some bugfixes, as the tile map reading bugs, completing undocumented LMT reader parts, implementing XYZ reader, cleaning warnings for GCC and MinGW, making initial project settings for CodeLite IDE, etc.
  
-I made small contributions to the player code, as some bugfixes, as the tile map reader bugs, completing undocumented LMT reader parts, implementing XYZ reader, cleaning warnings for GCC and MinGW, making initial project settings for CodeLite IDE, etc. +I made initial earlier EasyRPG Editor window layouts with wxGlade, resizable with automatic fit, and the class name and objects conventions.
- +
-I made initial EasyRPG Editor window layouts with wxGlade, resizable with automatic fit, and the class name and objects conventions.+
  
 I made the four initial title images for the RTP replacements, using public domain stock images. I made the four initial title images for the RTP replacements, using public domain stock images.
Line 30: Line 27:
  
 You can live chat with me via IRC, irc.freenode.net channel #easyrpg. My nickname there is fdelapena. You can live chat with me via IRC, irc.freenode.net channel #easyrpg. My nickname there is fdelapena.
- 
-If you use XMPP/Jabber, Google Talk or whatever just add: fdelapena_polinya_eu (replace the underscores with @ and .) 
- 
-Are you still a Windows Live (MSN) Messenger user? just add fdelapena@passport.com 
- 
-If you want to send me a line using email, try my address, is the same as XMPP/Jabber. My Windows Live account does not have email. 
- 
-Microblogging? Try twitter.com/f_delapena and identi.ca/fdelapena 
  
 ===== TODOs and random notes ===== ===== TODOs and random notes =====
Line 44: Line 33:
  
 TODO: TODO:
- 
-I will open discussion articles, for forums debate (no internet here): 
- 
-  * New open file format discussion. Chunk based? protobuf? tinyxml? other/ini/plain text? 
  
 Concerning optimizations: Concerning optimizations:
Line 53: Line 38:
 EasyRPG RTP replacement will come with all possible file optimizations to bring EasyRPG RTP replacement will come with all possible file optimizations to bring
 smaller material dependences. Once the files are already compressed another smaller material dependences. Once the files are already compressed another
-recompression is not more effective than a good initial compression.+re-compression is not more effective than a good initial compression.
  
 PNGs: PNGs:
   * Remove ancillary chunks (gAMA, cHRM, iCCP, tRNs, sBIT, text, etc.)   * Remove ancillary chunks (gAMA, cHRM, iCCP, tRNs, sBIT, text, etc.)
-  * When downgrading from 24->8 bit don't use error difussion if not needed. To high quality color reduction try pngnq (based on pngquant).+  * When downgrading from 24->8 bit don't use error diffusion if not needed. To high quality color reduction try pngnq (based on pngquant).
   * Use compression optimizers (advpng, optipng, pngcrush).   * Use compression optimizers (advpng, optipng, pngcrush).
-  * To remove ancilliary chunks you can use pngcrush but you can review with more control with TweakPNG (GPL, wine compatible). Try optipng -o9 and advpng -z4, sometimes zlib deflate compress better than advpng's 7-zip deflate. Specially with small graphics.+  * To remove ancillary chunks you can use pngcrush but you can review with more control with TweakPNG (GPL, wine compatible). Try optipng -o9 and advpng -z4, sometimes zlib deflate compress better than advpng's 7-zip deflate. Specially with small graphics.
   * These optimizations can save about 10% of the size of all PNGs (lots of kb)!   * These optimizations can save about 10% of the size of all PNGs (lots of kb)!
  
 WAVs: WAVs:
-  * Use WAV ADPCM when possible (50% less, if the sample psychoacoustics are good). +  * Use WAV ADPCM where possible (75% less, use a proper format, use a proper encoder like SoX doing proper noise shaping while reducing bit depth to mitigate noise). 
-  * Use 8bit when possible (50% less, similar as above, LFO sounds bad at 8bit).+  * Use 8bit when possible (50% less again, similar as above, LFO sounds bad at 8bit).
   * Use MP3 if when possible (backwards compatible with official RPG Makers but there are patent problems).   * Use MP3 if when possible (backwards compatible with official RPG Makers but there are patent problems).
-  * Use ogg Vorbis when possible, aoTuV at best (high quality Vorbis codec modification). Not supported by official RPG Maker but better quality and less size, patent-free. Supported by newer RPG Makers (XP, VX...).+  * Use Ogg Vorbis when possible, aoTuV at best (high quality Vorbis codec modification). Not supported by official RPG Maker but better quality and less size, patent-free. Supported by newer RPG Makers (XP, VX...).
   * Remove initial and final zero sound level.   * Remove initial and final zero sound level.
   * Make loops or song shorter when possible.   * Make loops or song shorter when possible.
Line 81: Line 66:
   * Use -q parameter, you can use decimals, every song can be more or less compressed, depending on the panning and other aural features of the song.   * Use -q parameter, you can use decimals, every song can be more or less compressed, depending on the panning and other aural features of the song.
  
-MIDis:+Opus: 
 +  * Opus is not supported by RPG Maker, only supported by EasyRPG Player. This is the best digital audio codec so far. Try opusenc at low bitrates, it will perform nicely. 
 + 
 +MIDIs:
   * Remove SysEx events (there are tons of hard or soft synts with General MIDI 1.x specification support only and poor System Exclusive "standard" support).   * Remove SysEx events (there are tons of hard or soft synts with General MIDI 1.x specification support only and poor System Exclusive "standard" support).
   * Use standard instruments, 16 channels, channel 1 only for event data, not for notes in .mid format 1. Channel 10 for percussion. Use GS only when really needed, not widely supported.   * Use standard instruments, 16 channels, channel 1 only for event data, not for notes in .mid format 1. Channel 10 for percussion. Use GS only when really needed, not widely supported.
wiki/user/fdelapena.txt · Last modified: 2021/05/31 03:28 by fdelapena

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki