I compress games on an old SATA2 HDD (the read/write speed is about three times slower than modern SATA3) (this is my rewritable disc), so every time I compress, that's exactly what I'm dealing with. Besides, with RPGM games that have that many images, for some reason, there haven't been similar issues when unpacking them on the HDD.Have ya ever tried unpacking a Renpy game with 50k files on a HDD?Thats what rpas are for.
As u probably should know HDD and even SSD works several times faster for read and especially write when u deal with one big file than with thousands of small ones. Even in HDD test utilites speed tests are made with different types of file sizes and u got lowest speed always when it being tested with small files. For old mobile phones this problem probably even worse and thats one of the reasons why apk files is based on zip compression (coz of faster unpack even due bigger apk size than it would be with other archive format types) and probably would not be changed in near future.I compress games on an old SATA2 HDD (the read/write speed is about three times slower than modern SATA3) (this is my rewritable disc), so every time I compress, that's exactly what I'm dealing with. Besides, with RPGM games that have that many images, for some reason, there haven't been similar issues when unpacking them on the HDD.
Sorry i have versione 3.1.2 v12
Can I have links for version 3.1.2 v25/26 if possible?
Changelog updated.I just realise the one on the main post is v3.1.3 v12, and the newest version is v27. Do u have the whole package that i can download at once so i can update it to v27 final version. If not thats okay i will download each one of it till v27
Edit : Nevermind i already found someone list the changelog and put all the link
The point is clear (although personally I don't see a big problem in waiting a couple of minutes for a game with a large number of files to unpack, even on an old HDD, especially since in 99% of RPGM games there are no .rpa equivalents, and every image, sound, and video file is stored in folders, and no one complains about long unpacking times). It would also be good to convey this to the developers, who somehow manage to use .rpa archives even in games where the number of images does not exceed 100.As u probably should know HDD and even SSD works several times faster for read and especially write when u deal with one big file than with thousands of small ones. Even in HDD test utilites speed tests are made with different types of file sizes and u got lowest speed always when it being tested with small files. For old mobile phones this problem probably even worse and thats one of the reasons why apk files is based on zip compression (coz of faster unpack even due bigger apk size than it would be with other archive format types) and probably would not be changed in near future.
Also to the initial question, the code for creating rpas is super simple and not really that much of an extra step, they just have to do it once.. The rpa compiling is done when building the game via SDK.The point is clear (although personally I don't see a big problem in waiting a couple of minutes for a game with a large number of files to unpack, even on an old HDD, especially since in 99% of RPGM games there are no .rpa equivalents, and every image, sound, and video file is stored in folders, and no one complains about long unpacking times). It would also be good to convey this to the developers, who somehow manage to use .rpa archives even in games where the number of images does not exceed 100.
Overall, there have been no problems, and there still aren't, I just became curious why developers use .rpa (and yes, I think it’s useless, except in cases where the number of images is in the tens of thousands). In certain cases, it can break the entire game or a frame/sprite during translation or compression, in situations where the developer specified the path to one or several frames using the .rpa extension in the path (.../img.rpa/... instead of .../img/...).Also to the initial question, the code for creating rpas is super simple and not really that much of an extra step, they just have to do it once.. The rpa compiling is done when building the game via SDK.
Now what I don't understand, whats the problem with rpas in the first place? Those don't matter they are in 99.99% of cases just containers. If ya don't like them unpack and remove.
And you'd be wrong about nobody complaining about unpacking times. Saw it, but can't guess how frequent.
Ehh like I said, its not really extra work, devs just do it once at the start and never have to worry about it, cause its done automatically.Overall, there have been no problems, and there still aren't, I just became curious why developers use .rpa (and yes, I think it’s useless, except in cases where the number of images is in the tens of thousands). In certain cases, it can break the entire game or a frame/sprite during translation or compression, in situations where the developer specified the path to one or several frames using the .rpa extension in the path (.../img.rpa/... instead of .../img/...).
The second question remains: why do developers still encrypt images in RPGM games? Is there any point to it at all, other than causing confusion with files by creating encrypted/decrypted copies of the same files?