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Size of downloaded levels in LBP PSP, Speculation and Guesstimation

Archive: 5 posts


I wrote this in response to someone in another forum and spent enough time that I wanted to share it here as well. Feel free to try and modify it to come to a more accurate answer


Well we could probably break it down. Here is the situation, all content is already stored on the system, so thats no additional space. NOTE: If you don't feel like reading all this you can skip to the colored text, Blue is the estimates, green is what I did to get the estimates, red is my final guesstimation

Lets start with decorations/stickers.
Lets say there are 200 decorations/stickers, that woudl mean you would need a number for each object placed in order to defined which object it is.
then for each object you need x,y,z, rotation, scaling. for highballing it we'll say that requires 5 numbers. Then you also need a number to refer to each object with, and another number to define what its attached to. (as a note its also possible the position of x,y,z is specified as relative to what its attached to, but I'm going to highball the numbers anyway)
As a test I put 100 simulated data formats in notepad, each set of data simulated one decoration/sticker and notepad saves the information in the same way a program would. For the numbers I inputed I aimed for the maximum possible values.
The size of the file I created is now 5kb



Next lets try mechanisms
This math is going to get fuzzy because I don't have all the possible information
So lets say there are 15 switches. Each switch will have 7 options, each option will have an integer to define the position set for each setting. The switch will have an x,y,z, rotation, object reference number, what its attached to, and a list of things its wires are attached to.
I recreated this data and had half of the objects to trigger 1 item, half to trigger 2 items, 25 total switches.
The size of the file I created is now 7kb



Now lets do materials
I think this is where its going to get pretty tough.
The way I'd probably define a material object is by having a number indicating the material, a number reference for the object, then the actually outline of the material is defined by a set of vertices consisting of the outside of the material(relative to center of object). Where it gets fuzzy is when the material has something stuck to it. To do this I think they woudl first define the line the two objects share, then define which object is attached to it. then a number defining if the material is gas, electric, or burning.Then we have the digits x, y (x and y for center of object that shuodl be recalculated when size changes), z (for front most part), thickness. We don't need rotation, any rotation that can't be recalculated will happen during gameplay.Lastly I'm going to add two formulas for circles as a hope of compensating for curves in the structures
I created 200 such objects, each with 13 vertices, 2 things its attached to. This number might be very inaccurate, the various complexities users will create during level making... well I just can't predict it. Actually I'm going to go ahead and double the amount of material objects.
Lastly I added in identifiers so the program reading this file knows when its done reading unknown amounts of items (such as when it reaches the end of reading the vertices defining the outline).
The size of the file I created is now 198kb

So thats my guess (and I do mean guess) as to how much data is in a level. For a real high quality level I would probably double the amount of data.

So for my official Guesstimation I will claim (with the programming experience I have, being I'm still a student in college) is .5mb per level.

A reminder too, it pays to have the level data small, because it needs to be stored in temporary memory which will also be flooded with the more complex data such as information abuot the matierals presen. If a level was 10mb, on a PSP 1000 (which they need to make the specs compatible with the minimum hardware) that would leave only 22mb of data for storing images, physics, etc. It would be much better to have 30mb or so for that. Once again those are rough estimates.
2009-10-06 19:05:00

Author:
RyoxSinfar
Posts: 1


Wow! Good work! That's a pretty good guesstimate.

I know nothing about coding and what not though...
2009-10-09 19:02:00

Author:
FlameAtNight
Posts: 405


youre forgetting the corner editor tool, which would put the level to like very more than 200kb2009-11-21 10:28:00

Author:
ingewanduh
Posts: 8


From what I've seen in the game, each level you download is about 1.6mb.2009-11-21 15:01:00

Author:
Unknown User


You are all incorrect.
This: http://www.mediafire.com/?jzy5yz2dzkl

FullMoon level, RAR'd is 100KB. unRAR'd, 150-300KB approx.

Same for downloaded via PSN.
2010-02-10 08:33:00

Author:
Rasta Monkey
Posts: 7


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