![jett rocket wii ware jett rocket wii ware](https://www.gamereactor.eu/media/77/jettrocket_217728b.jpg)
Sadly, SDA had no speedrun of this excellent game, so hopefully this will be the first one. "Woah, that nuts!! I want to make games for WiiWare.I got this game from WiiWare and found that it was a great game and that it could be interesting to see a speedrun. Only 651 KB is the code, text, etc! As you can also see, the game would have been impossible in this form without the superior compression techniques they have employed, due to the size limits. As you can see, most of the size is first due to the graphics (416.5 MB) and second due to the sounds (213 MB). Only 651 KB is the code, text, etc! As you can also see, the game would have been impossible in this form without the superior compression techniques they have employed, due to the size said: " said: Here's exactly what comprises Jett Rocket according to its devs: Originally Posted by wsippel: The uncompressed sizes of the assets used in Jett Rocket: This has been explained before, in page 1 if I'm not mistaken. 3D graphics include a ton of 2D stuff called textures. Size does matter and has a ton to do with graphics. "40MB is a tiny amount of space to work with.
![jett rocket wii ware jett rocket wii ware](https://mario.wiki.gallery/images/9/9f/WWDIY_Jett_Rocket.png)
It's just that most developers tend to waste that space with stuff like voice acting or pre-rendered videos. 40 MB is a very large amount of space to work with. Size has nothing to do with graphics, unless they are in 2D. You just have to use different approaches then used in most retail games. And yet the big boys of the industry seem oblivious to most of that and give us sub-PS2 quality Wii titles which are barely textured, nevermind having multiple layers, bump maps or other shader-like effects like reflections, refractions, and whatever else is possible as Nintendo, and now even WiiWare indies, said: We were used on the DS to create games in 4Mb. On top of that we use many different techniques to allow stuff like reflective and refractive materials, softed shadows, animated ocean waves and spray, grass, heat waves, etc.įinally the 40Mb limit on WiiWare isn’t a big problem. With this techique we were able to create stunning materials without wasting megabytes on giant static and animated textures. An important addition was that many textures were realtime generated and feed back into the shaders. So we designed our materials like you would create layers in ‘Photoshop’.
![jett rocket wii ware jett rocket wii ware](http://jett-rocket.shinen.com/wii/images/shop4.jpg)
One thing the Wii we can do very well is to combine many textures very quickly. Nonetheless you can achive stunning results when you wrap your mind about the special abilities of the Wii.
#Jett rocket wii ware ps3#
That was a big help to cut down iteration time and to test as many effects as possible.Īs you may know the Wii graphics hardware has no pixel shaders like the PS3 or XBOX360. So we could realtime preview all those Wii shaders in our 3D application. ML: First of all we developed a custom ’shader’ system which supports all the hardware tricks you can do on the Wii. NE: How did the team manage to technically pull off such graphics, especially considering the file size limit on WiiWare? Interview with the developers, they sound pretty clever (duh).