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PostPosted: Mon Sep 11, 2017 10:14 am 
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So for no particular reason I thought it would be interesting to see what the most common tiles in all* games with CHR-ROM.

*: From a particular 2011 "nointro" ROM collection that was able to be parsed by "ines.py"

After some basic de-duplication of full sheets, I ran them through a script to count the frequency. The attached image shows 512 tiles starting from the from most occurring

Attachment:
2017-09-10_most-used-tiles.chr.png
2017-09-10_most-used-tiles.chr.png [ 2.71 KiB | Viewed 364 times ]


Most of the tile are basic rectangles, shapes, letters from a common NES font, and X marks.

4 tiles popped up that seems to me should be unique, but appeared at least 300 times across my data set.

Attachment:
2017-09-10_intresting.png
2017-09-10_intresting.png [ 250 Bytes | Viewed 364 times ]


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PostPosted: Mon Sep 11, 2017 10:17 am 
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Interesting research! But I think it should be once per game. Some games just repeat tiles in unused spaces, so I think it would be more interesting to see which tiles appear in most games, not counting how many times they appear in any particular game.

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PostPosted: Mon Sep 11, 2017 11:37 am 
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Attachment:
2017-09-11_most-shared-tiles.chr.png
2017-09-11_most-shared-tiles.chr.png [ 2.1 KiB | Viewed 344 times ]

OK, That did cut out the appearances of the "unused tile" graphics. Now it's pretty much only basic monochrome shapes.
Each of these tiles appears in at least 5% of the games, with the top four being in about %97 of the games


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PostPosted: Mon Sep 11, 2017 12:08 pm 
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When I went and made the fingerprint of 128-byte slices in GoodNES, I was surprised at just how many times the slice that was the numbers "01234567" (in the same font) showed up.

In hindsight, I probably shouldn't have been.


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PostPosted: Mon Sep 11, 2017 12:10 pm 
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Funny how many basic shapes can exist. Now someone take this sheet and make the most average NES game ever. :)

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PostPosted: Mon Sep 11, 2017 1:45 pm 
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Analyzing what font characters are present…
Code:
   ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890 (for alignment/comparison)
01 ABCDEF H     NOP   TU        45      c,©,OK
nothing on color 02
03 AB DEF HI    NOP   TU    Z123456789  2B

█ in all four colors wins, natch
▒ in 10, 01, 21, 12, 03, 30, 32; all of which are sensible ones. Odd that 32 isn't present.
We can see that people use colors in 0312 frequency, mostly.
Oddly, that second sheet now admits © in color 3 when it wasn't there before, and about halfway up the ranking.

Interestingly, we don't have all of ETAOINsHrDlU, and I/C aren't in both colors! Part of this is, I'm sure, the various nature of renderings of S. L doesn't make sense, though. Also interesting that no separate 0 rendering came up, though again, various renderings to distinguish from O…and colliding/sharing with O in some cases.

I am amused that 10 of 5-16 of Shared are what almost certainly are sprite-0 triggers.

Could you cull those one-rectangle on other-color shapes? At least, the ones where the rectangle touches three edges. (Noting as numbers these shapes, like "left 7/8ths 1 on 0", might be more readable than in a character sheet.)
Could you make a version where it treats palette swaps as additional instances of the first tile encountered with that pattern? Possibly allowing BG to be swapped, possibly not; for sprites it means something, after all.

Of course, this simply misses all CHR-RAM games.


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PostPosted: Mon Sep 11, 2017 1:46 pm 
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And given unalignment and compression, I don't think there's a good way to reach CHR RAM games.


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PostPosted: Mon Sep 11, 2017 1:54 pm 
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Nothing as fast, surely. Running TAS or other game-completing keyrecordings through games on a CHR-logging emulator would be a naïve way to reach them, but, of course, is numerous magnitudes slower than what was done here.

If you wanted a less thorough scrape in that manner, perhaps, a wait for 1 minute, autofire a+start for a minute nputfile would probably get you through nigh-all Title, Menu, Pause, Game allocations. [waiting a minute as attract modes will be smörgåsbords!]


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PostPosted: Mon Sep 11, 2017 2:56 pm 
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Rectangle heuristic:
2-color [if one color, well, that's already a rectangle, no need for further testing…]
has at most two different 8-pixel slices, which both fit the pattern and the distribution of which fit one of the nine A*8-0, B*0-8 (0, 1, 3, 7, F, 1F, 3F, 7F, FF; the complementary FE, FC, F8, F0, E0, C0, 80 should be taken care of by the palette-swap logic)


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PostPosted: Mon Sep 11, 2017 3:01 pm 
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I wonder how practical it would be to search with deduplication of bitplane permutations...?


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PostPosted: Mon Sep 11, 2017 4:14 pm 
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This is really interesting!

Of course, that "X" and other tiles around it are for marking unused/empty tiles. The kanji there literally means "empty".

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PostPosted: Mon Sep 11, 2017 4:43 pm 
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I tried out normalizing bitplane permutations. rectangles combined as a side effect. Attached is the count script I used for this.
Attachment:
2017-09-11_bitplanes-normalized.png
2017-09-11_bitplanes-normalized.png [ 3.79 KiB | Viewed 248 times ]

If some of the letters look odd with a gray background, it's because the normalization sets the top left pixel to be always color 0.

I might manually search beyond 512 tiles for the whole alphabet, but that'll require using my eyes and may take a bit of time.

In the meanwhile here's a slightly more readable version of above.
Attachment:
2017-09-11_readable.png
2017-09-11_readable.png [ 4.4 KiB | Viewed 242 times ]


ccovell wrote:
The kanji there literally means "empty".

Ah, that makes sense. Thanks for the tidbit.


Attachments:
2017-09-11_teh-script.py [1.22 KiB]
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PostPosted: Mon Sep 11, 2017 6:50 pm 
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JRoatch wrote:
In the meanwhile here's a slightly more readable version of above.
Attachment:
The attachment 2017-09-11_readable.png is no longer available

Oh, now this is interesting!

I can't help but think that if this was organized, it would heavily resemble the Intellivision's built-in GROM.

Attachment:
intvfont.png
intvfont.png [ 2.25 KiB | Viewed 219 times ]


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PostPosted: Tue Sep 12, 2017 12:12 am 
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Note that this is the most present tiles in the CHR-ROM not the most used, i.e. you ignore whether the games actually uses these tiles a lot, a little, or not at all, during gameplay. This is a major difference.

Quote:
I tried out normalizing bitplane permutations.

Did you only account for bitplane permutations (exchanging colours 1 and 2) or any colour permutation ? It seems you did the latter, which makes more sense.


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