I'm going to go into more detail than you may need, depending on your knowledge and skill level.
You obviously don't have to follow everything by the book, this is just supposed to be a documentation of
how I do things.
Chapters:
- Retrieving necessary graphical assets
- Processing and sizing graphics
- Retrieving backing music
- Processing and trimming backing music
- Preparing and submitting the banner(s)
Stuff you'll need:
Chapter 1: Retrieving necessary graphical assets
Given the age of these games, it might be hard to source high quality assets, or assets that fit the aspect ratios
you need to work with reasonably. Sometimes, sacrifices will need to be made.
SteamGridDB and
LaunchBox Games Database are great resources for
finding high-quality game artwork. Still, you should vet whatever you download. Not everything is created equal
since these databases are built by the community.
Sometimes, a good run of
Google Images might be your best
bet, especially for obscure or promotional art that might be a good fit for banner aspects. Since Google has retired
the "View Image" functionality a while ago, you may want to get a script or extension to restore this functionality.
ImgPeek is one such extension that will work for Chrome or Edge.
All-in-all, even if you can't find the highest quality assets, there are ways to improve things afterward that I
will get into in the next chapter.
Chapter 2: Processing and sizing graphics
I'm first going to detail stuff that applies to all images, then drill down to the specific images a banner is
composed of.
Before getting into your image editor of choice, you may want to consider submitting before the computerized gods
and trying out something like
Upscayl. It's a simple Electron GUI
for various AI upscaling algorithms, with a slider to compare before and after. It can even clean up artifacts. Try
out the different models for different content, even commercially-restricted models should be fine, as these are not
commercial works. It works fine on my meager GTX 980- there are online services for this kind of thing if your
system can't run it locally, however.
Sometimes, downloaded assets may have details you don't want. Some good ol' elbow grease might be the only thing to
do. Clone stamps, smudging etc. Some editors have a content-aware fill available (there is a plugin for paint.net
with the same name, and Resynthesizer is another for GIMP). These algos are best for simple things like objects in
the sky, to be fair.
Newer Photoshop builds have something called Generative Fill, which is an AI-assisted version of a content-aware
fill- it can be better at this kind of thing, but it's making detail that doesn't exist, which has both purity and
ethics concerns (not that AI upscaling doesn't). There IS another alternative if you are not put off by this, but it
doesn't work as good as I'd hoped. Microsoft Photos has a generative erase built-in now. Even on my Win10 LTSC. It
sometimes does things better than content-aware fill, sometimes worse. Give it a try if it's available!
One thing I've noticed now that I've worked on more banners is that sometimes, you just can't find an asset that's
in a good aspect for your needs. In this case, you might want to look into seam carving (liquid rescale). This is a
content-aware resizing method that can help you change the aspect ratio of an image with less distortion than a
traditional resize. It's available in various image editors via plugins. It can also be done in ImageMagick, if
that's more to your liking. Just remember, the less distortion you need to do, the better. Even seam carving isn't
magic!
Note on Image Uploads: The submission form accepts common formats like
PNG, JPG, WebP,
AVIF, or BMP as uploads and URLs (also supports clipboard pasting image data) and it handles the
conversion for you. Now, onto the specifics of image assets and how the
submit form handles them!
Banner Background:
- This is the background for the fullscreen banner
- It needs to be 832x456 if you wish to skip processing
- If provided a resolution greater than that, the upload
form will offer to resolve it with a seam carve/crop routine
- Lesser, and it will complain
- Detailed notes:
- Due to the 108%~ horizontal stretch that happens to the entire banner in 16:9 mode with LinkToTheAsh's
template, some stuff on the very side edges won't be visible on the Wii
- While the sides aren't much of a concern, the top and bottom are- the GC header as well as the USBLGX
Settings/Start footer will limit visibility- try to aim content toward the vertical center, even if it means
the logo will obscure it more
- This asset is the one usually in most need of cleanup or upscaling- it's quite a high resolution on the
horizontal compared to most you'll find online
Banner Logo:
- This is the logo for the fullscreen banner
- It needs to be <416x187 or 416x<187 if you wish to skip processing
- If provided an image equal to or greater than 450x250, the upload form will check for extra transparent padding and offer to crop-to-content if
needed and resize
- Lesser than the above, or not equal to target... and it will complain!
- JPGs are not supported- logos require an alpha channel
- Detailed notes:
- Keep watch for any garbage in the transparencies, some people don't clean them up properly- test it with a
magic wand of low tolerance and delete if needed
- If you're curious how I came to these values... gameLogo.tpl is 446x307. Minus 30 (15 left, 15 right) for
the width, minus 120 for the height (60 top, 60 bottom)- it gets padded back out to 446x307 by my builder
Icon Background:
- This is the background for the icon
- It needs to be 170x96 if you wish to skip processing
- The upload form will offer to do the same things as
gameBackground if it's larger than that
- Lesser, and it will complain
- Detailed notes:
- It should probably be less busy than gameBackground, but this isn't a hard and fast rule
- Sometimes a flat color is the best choice
- Due to the lower resolution, you can sometimes get away with using crustier source assets here!
Icon Logo (Optional):
- This is the logo for the icon
- If it doesn't exist, Banner Logo will be used in its place
- Same rules apply as Banner Logo-
- That includes resolution, even though this is much higher than needed for WadderMainSmall (TPL generation
targets 98x58 upon build)
And with that,
that's all the graphical assets accounted for.
Chapter 3: Retrieving backing music
There's plenty of angles here. Anything from ripping
YouTube
videos, to going on
Khinsider, or using the
official soundtrack that I'm sure you definitely own legally.
A title screen theme or other strongly associated theme is a great choice for this. If you want to keep it short and
sweet, there might be a suitable short jingle as well.
Depending on the source you use, you may want to discern for errors. Sometimes people make mistakes or have bad
rips! You can sometimes download FLAC from Khinsider, which is preferable to mp3. If you want to rip from YouTube,
there are various tools for this (or you can just use the site's YouTube routine, which internally runs
yt-dlp/quickjs/ffmpeg- this actually works pretty well if you're willing to sacrifice control). I prefer to use
yt-dlp with
Deno locally, myself. You can also set up your audio editor to
record just what you need (not going into detail as this is a can of worms), but make sure the video's been buffered
in at a decent quality before doing this.
Chapter 4: Processing and trimming backing music
Now that you've gotten your audio, you'll need to do some work on it.
*
Note on Audio Uploads: The form accepts
WAV, MP3, M4A, FLAC, OGG, or Opus files
via upload or URL (even transcoding YouTube URLs) and it handles the conversion for you.
*I've actually added a lot of
automated fixes to the audio
upload form that cover most of the
below cases, but you'd like to do it right from the start, yeah?
You'll have it easiest if you go the LinkToTheAsh route and just use a short jingle that doesn't need trimming or
fading, but not every game has a fitting one of these.
Here's what I do:
- Trim the audio to the part desired (25s max), using a spectrogram to lock on to the beats
- Normalize the audio to 100% or 0 dBFS
- Apply a fadeout taking up about a third of the total trimmed runtime, starting at the beginning of a measure
for polish
- Strip metadata, since it's unneeded
- Resample to 32kHz to reduce size, but keep the stereo (don't be a masochist)
- Export as WAV
Anyway, the main things I'd say not to do are:
- Have audio that suddenly, jarringly cuts out- use a fadeout in these cases
- Have silence at the start of the data- trim this out if it's notable
- Have excessive audio artifacts (find a better source!) or distortion/clipping- it sounds awful
Chapter 5: Preparing and submitting the banner(s)
With all followed, you should have data for each of these:
- Banner Background
- Banner Logo
- Icon Background
- Jingle
And optionally:
With all this data gathered, you're ready to fill out the form.
Go on over to the
submissions page and start submitting!
P.S.: If you just want to use the site to process and compile assets for local use or later submission, use the
"Download Assets" button on the form after everything is filled out.
Thanks for following this guide. If you need extra help, feel free to
contact me.