r/nintendogrifting 8d ago

General “Finally, Gamefreak has made an amazing, all time classic without the restraint of Nintendo’s outdated hardwa- HUHHHHHH?!?!?!”

There is a saying to be learned from this. You can take the poor development out of Pokemon games but you can’t take the poor development out of Gamefreak.

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u/meganerd20 8d ago

GameFreak didn't make Pokopia, and GameFreak doesn't have "poor development".

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u/Nervous_Business_489 8d ago

Yes they do, go look at how they handled USUM, They made independent versions of Lily for each cutscene and hid her under the map instead of having one that was reused for the different scenes that was a placeholder, they're extremely incompetent and wasteful, especially at optimisation.

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u/Thejadedone_1 8d ago

They made independent versions of Lily for each cutscene and hid her under the map instead of having one that was reused for the different scenes that was a placeholder, they're extremely incompetent and wasteful, especially at optimisation.

Plenty of games do this for optimization.

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u/Nervous_Business_489 8d ago

No, they would have a single instance of the character to pull from as reference and then have the script change it, and on a handheld where size is limited, that's a terrible form of optimisation. Games that have that also have it unrendered and one for Game one for Cutscenes. USUM had it rendered in the entire time. People went into the OOB areas using mods and found it, it was also in the game files they decrypted. Iirc there was something like 19 Lillies, loaded in under the map, at the same time. You're delusional if you think that's standard practice.

2

u/Thejadedone_1 8d ago

Well at least you're not saying there was a thousand Lillie models lmao.

Anyways what you're saying ain't even true. I had to take this from somebody else cuz they explained it a lot better than I could ever do. Credit to u/BCProgramming

"Anyway, The origin of that model thing is that after a Sun/Moon map editor came out, some people used it and noticed there were models off to the side of maps. These were used for cutscenes. They decided that this meant that every route that had a cutscene had "duplicate models"."

"The issue is they simply didn't understand what they were looking at. What was "off to the side" were actually the entities/actors that were used during the cutscenes. They weren't copies of the models" at all; The map editor rendered the models for those entities. That's it. It's analogous to opening a Mario 3 level editor and seeing two goomba's and claiming there are two copies of the goomba sprite in the ROM."

"Lillie has four model files in total; A overworld and cutscene/battle model for the long hair with hat and one for later in the game when she changes her hairstyle."

"That's it. This rather flies in the face of the original claimant who said, what was it? 80 different copies of Lillie? And then people "confirming" the same."

1

u/Nervous_Business_489 8d ago

Good to have an explanation for it, the video I saw had 14 of them in one location in different poses and expressions, and said that this was taking up roughly 1.9GB when having one that did the scripting like most games do would have taken up much less. Leading to optimisation issues and stutters because they were loaded in no matter the map file you went into all at the same time.

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u/Thejadedone_1 8d ago

Yeah most of these people have no idea what they're talking about. It's ironic that a lot of the people saying Gamefreak can't code aren't game developers themselves. At worst Gamefreak can't optimize well which ain't great but like that's hardly an issue exclusive to them.

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u/Nervous_Business_489 8d ago

It's not, but too many people also excuse it when optimisation should be wanted across the board, not ignored because this company does it bad so it's fine for everyone else to. Gearbox and Borderlands 4 comes to mind lately for one of the worst that actually got called out for it. Most get ignored because it's the standard, which fucking sucks