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
- ...or you can optionally just choose a
color, now; if you like things flat and simple
- 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 (you can now
choose a flat color in the submitter!)
- 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)
If you'd rather use on-site tools, there's a manual image
editor for Banner Background and Icon Background. It crops,
scales, and carves an input image. Every image slot also has a
Paste Image or Image URL button, so you can skip downloading
entirely if the asset is already on your clipboard or via a
URL.
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.
*Automated fixes or a manual
editor are available on the
upload form that cover most of the below cases.
The manual editor allows for deeper configuration, and looping
is now supported by the chain wholesale. Imported data is also
checked for existing loop info (WAV and OGG metadata). You can
paste a YouTube URL, which hashes out to a yt-dlp/deno pair on
this server- due to restrictions, it only gets you a little
over 25s of audio to work with, so depending on your needs...
it's not the best method, and it's not wholly client-side by
necessity.
Back to the main squeeze: 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!
Extra features to note:
- You can download a ZIP of your fully filled out project
for asset archival, as well as restore from it
- Not only that, you can now download an already built BNR
file if you want to test it on hardware without committing to
a submission/approval flow
- You can now choose a Triforce banner for Triforce games,
alongside the standard GameCube one
- GameTDB URL can be used for submit autofill
- Take advantage of the asset links, I tried to make it as
convenient as possible to help you find assets for games
- You can use the View Assets button to see your currently
valid assets, if you'd like a look at them outside of the
previewer context
Thanks for following this guide. If you need extra
help, feel free to
contact me.