I ain't mad or nothing, and a shit ton of stuff I've wanted to see implemented so far has already been done by both you and gilles, so I didn't mean to diminish all the great work you guys have done so far. The work has been brilliant so far.
I just think there are ways that we need to brainstorm the skins thing because I know it can be better even given our constraints. Leaving it the way it is, although it's a vast improvement, is still going to limit us or at least make a lot more work than we should have to do, when we have other people adding things to it. I have several ideas now that I want to test out before going into detail.
One that I can mention already and I think will work is this...
If we aren't able to go to the extremes that I was talking, I think we really need to be able to space out the different types of sprites to leave room to easily add new ones in the future without having to re-number everything to keep them in order. when I tested spacing out the different types (like the buttons from the banners) I used 0100, 0200, 0300 place markers for categories and there didn't seem to be any hits on memory or performance. (it was just annoying as hell to scroll through 94 empty spots to get to the next category of sprites). I'm wondering if there is a way that the emu could automatically notice that there isn't a folder for particular chunks of numbers and would automatically skip to the next number with an actual sprite/folder instead of scrolling through a large group of numbers with no sprite.
For example, if I had the buttons with numbers 0001, 0002, 0003, 0004, 0005 and 0006 and then I didn't start the banners until 0100, 0101, 0102 etc, and then started the borders for the previews at 0300, 0301, 0302, etc. , is there a way we could make the emu skip straight from 0006 to 0100 as we scroll through the choices in the emulator if there isn't any folders/sprites currently for 0007 to 0099?
That's just one idea I have. I've got others, but need to do more testing before I propose them. One thought that I have is that the memory is only used when one of the "Configure Sprites" is set to use a sprite and not just by having the sprite in the folder. I may have misunderstood what you were getting at when you quoted this:
QUOTE
Also be aware of memory constraints. Let's say you have a frame of a sprite called 0.png. This picture file is 90 pixels wide and 130 pixels high. This will get rounded up to a 256x256 pixel 32bit picture. This means that it will consume 256x256x4 bytes (256KB) of memory. If your sprite has 10 frames of animation, that's around 2.5MB of memory. Keep this in mind before you make ultra-smooth moving sprites with hundreds of frames of animation.
You can check your available memory by going to Configuration -> Configure Skin -> Show Available Memory
Just from my experience using it so far, I don't believe that memory is used by simply having the sprite in the sprites folder. I think the memory is only used if the sprite is selected in the "Configure Sprite #X" option. Otherwise, I believe that you could have 500 or even 5,000 sprites to choose from in that folder without any memory or performance problems.
I will test that to make sure sometime this weekend and I will give you a sprite setup that has all of Gilles work and the banners from everyone previously mentioned in them as well and see if you can do anything with the whole "skipping unused numbers" thing I mentioned above if you want to give it a shot.
Later,
~Rx
P.S. You're probably right that people would still want to use the old skins, and I'm not knocking them or anything, but I figure that's what the old versions of the emulators are for. I know on the Coleco and some of the Atari systems you're going to revamp other things, but I'm assuming that for emus like the NES, SNES and Genesis, you're basically just porting the revamped menu settings and the DYNAMIC skin configurations and not really messing around much with other tweaks, such as control configurations or anything since they're basically perfect otherwise. That's why I think that if people want to use the old skins they can just use the old emulators for the most part as well.
I really don't think there is any place for Static skins that only have one preview window in our work here given the ability to virtually make your own skin and all of the Xtras I'm providing. The old skins are so...... 20th century. Just my opinion, but I for one will never use one of the old skins.
This coming from a guy who loves the XBox 360 skin on XBMC and used the "Glass" skins that matched the XBox 360 look. I hate not being able to use them now, but I'm hoping somebody, perhaps the original artist, perhaps Gilles, or even somebody else wants to see them too so I can go back to using the XBox 360 skin in XBMC instead of the PM3 skin that I never really cared for. I do like it in Gilles skins, but I just don't like how it is set up and works in XBMC, but it doesn't look as good on a whole to use the 360 XBMC skin with gilles PM3 skins so I'm kinda stuck now with the PM3 skin in XBMC.
Just looking at it from that sacrificial standpoint, I just can't concieve why anybody would want to use the old skins that are so basic and non-user friendly compared to the new DYNAMIC skins. Maybe you'll change your mind when other people make more basic DYNAMIC skin setups and we're not limited to only one choice of decor.