<?xml version="1.0"?>
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	<id>https://wiki.vg-resource.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ThatStruggleThough</id>
	<title>The VG Resource Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.vg-resource.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ThatStruggleThough"/>
	<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/Special:Contributions/ThatStruggleThough"/>
	<updated>2026-10-10T02:56:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.1</generator>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dolphin&amp;diff=1363</id>
		<title>Dolphin</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dolphin&amp;diff=1363"/>
		<updated>2015-01-17T04:17:57Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;textbox float right grid width:35% align&amp;quot;&lt;br /&gt;
|+&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! Logo:&lt;br /&gt;
| [[File:Dolphin_logo.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Type:&lt;br /&gt;
| Emulator&lt;br /&gt;
|-&lt;br /&gt;
! Version:&lt;br /&gt;
| v4.0-5064&lt;br /&gt;
|-&lt;br /&gt;
! Source Code:&lt;br /&gt;
| [https://github.com/dolphin-emu/dolphin Github]&lt;br /&gt;
|-&lt;br /&gt;
! Download:&lt;br /&gt;
| [https://dolphin-emu.org/download/ List of Dolphin Emulator Revisions]&lt;br /&gt;
|-&lt;br /&gt;
! Operating System:&lt;br /&gt;
| Linux, MacOSX, Windows (newer versions don&amp;#039;t support x86/x32 systems)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dolphin is a program that allows users to emulate Wii, Triforce, and Game-cube game via the use of ISO&amp;#039;s ripped from the game&amp;#039;s disc.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Texture Dumping===&lt;br /&gt;
Dolphin can dump textures used by the game. This can be done by going into Options -&amp;gt; Graphics Option -&amp;gt; Advanced -&amp;gt; Dump Textures. The textures are dumped to a directory called Textures.&lt;br /&gt;
&lt;br /&gt;
===ISO Filesystem Browsing===&lt;br /&gt;
Dolphin can view an ISO&amp;#039;s filesystem and extract files from it. In order to do so, Just open your ISO, right-click the iso loaded, go into Properties and then Filesystem, and then you can extract the filesystem.&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dolphin&amp;diff=1362</id>
		<title>Dolphin</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dolphin&amp;diff=1362"/>
		<updated>2015-01-17T04:11:34Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;textbox float right grid width:35% align&amp;quot;&lt;br /&gt;
|+&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! Logo:&lt;br /&gt;
| [[File:Dolphin_logo.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Type:&lt;br /&gt;
| Emulator&lt;br /&gt;
|-&lt;br /&gt;
! Version:&lt;br /&gt;
| v4.0-5064&lt;br /&gt;
|-&lt;br /&gt;
! Source Code:&lt;br /&gt;
| [https://github.com/dolphin-emu/dolphin Github]&lt;br /&gt;
|-&lt;br /&gt;
! Download:&lt;br /&gt;
| [https://dolphin-emu.org/download/ List of Dolphin Emulator Revisions]&lt;br /&gt;
|-&lt;br /&gt;
! Operating System:&lt;br /&gt;
| Linux, MacOSX, Windows (newer versions don&amp;#039;t support x86/x32 systems)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dolphin is a program that allows users to emulate Wii, Triforce, and Game-cube game via the use of ISO&amp;#039;s ripped from the game&amp;#039;s disc.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===Texture Dumping===&lt;br /&gt;
Dolphin can dump textures used by the game. This can be done by going into Options -&amp;gt; Graphics Option -&amp;gt; Advanced -&amp;gt; Dump Textures. The textures are dumped to a directory called Textures.&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dolphin&amp;diff=1361</id>
		<title>Dolphin</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dolphin&amp;diff=1361"/>
		<updated>2015-01-12T02:38:11Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: /* Graphics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;textbox float right grid width:35% align&amp;quot;&lt;br /&gt;
|+&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! Logo:&lt;br /&gt;
| [[File:Dolphin_logo.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Type:&lt;br /&gt;
| Emulator&lt;br /&gt;
|-&lt;br /&gt;
! Version:&lt;br /&gt;
| v4.0-5064&lt;br /&gt;
|-&lt;br /&gt;
! Source Code:&lt;br /&gt;
| [https://github.com/dolphin-emu/dolphin Github]&lt;br /&gt;
|-&lt;br /&gt;
! Download:&lt;br /&gt;
| [https://dolphin-emu.org/download/ List of Dolphin Emulator Revisions]&lt;br /&gt;
|-&lt;br /&gt;
! Operating System:&lt;br /&gt;
| Linux, MacOSX, Windows (newer versions don&amp;#039;t support x86/x32 systems)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dolphin is a program that allows users to emulate Wii, Triforce, and Game-cube game via the use of ISO&amp;#039;s ripped from the game&amp;#039;s disc.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dolphin&amp;diff=1360</id>
		<title>Dolphin</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dolphin&amp;diff=1360"/>
		<updated>2015-01-12T02:38:01Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: /* == */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;textbox float right grid width:35% align&amp;quot;&lt;br /&gt;
|+&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! Logo:&lt;br /&gt;
| [[File:Dolphin_logo.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Type:&lt;br /&gt;
| Emulator&lt;br /&gt;
|-&lt;br /&gt;
! Version:&lt;br /&gt;
| v4.0-5064&lt;br /&gt;
|-&lt;br /&gt;
! Source Code:&lt;br /&gt;
| [https://github.com/dolphin-emu/dolphin Github]&lt;br /&gt;
|-&lt;br /&gt;
! Download:&lt;br /&gt;
| [https://dolphin-emu.org/download/ List of Dolphin Emulator Revisions]&lt;br /&gt;
|-&lt;br /&gt;
! Operating System:&lt;br /&gt;
| Linux, MacOSX, Windows (newer versions don&amp;#039;t support x86/x32 systems)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dolphin is a program that allows users to emulate Wii, Triforce, and Game-cube game via the use of ISO&amp;#039;s ripped from the game&amp;#039;s disc.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Graphics==&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dolphin&amp;diff=1359</id>
		<title>Dolphin</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dolphin&amp;diff=1359"/>
		<updated>2015-01-12T02:37:46Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: Created page with &amp;quot;{| class=&amp;quot;textbox float right grid width:35% align&amp;quot; |+&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039; ! Logo: | 200px |- ! Type: | Emulator |- ! Version: | v4.0-5064 |- ! Source...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;textbox float right grid width:35% align&amp;quot;&lt;br /&gt;
|+&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! Logo:&lt;br /&gt;
| [[File:Dolphin_logo.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Type:&lt;br /&gt;
| Emulator&lt;br /&gt;
|-&lt;br /&gt;
! Version:&lt;br /&gt;
| v4.0-5064&lt;br /&gt;
|-&lt;br /&gt;
! Source Code:&lt;br /&gt;
| [https://github.com/dolphin-emu/dolphin Github]&lt;br /&gt;
|-&lt;br /&gt;
! Download:&lt;br /&gt;
| [https://dolphin-emu.org/download/ List of Dolphin Emulator Revisions]&lt;br /&gt;
|-&lt;br /&gt;
! Operating System:&lt;br /&gt;
| Linux, MacOSX, Windows (newer versions don&amp;#039;t support x86/x32 systems)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dolphin is a program that allows users to emulate Wii, Triforce, and Game-cube game via the use of ISO&amp;#039;s ripped from the game&amp;#039;s disc.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Dolphin_-_Logo.png&amp;diff=1358</id>
		<title>File:Dolphin - Logo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Dolphin_-_Logo.png&amp;diff=1358"/>
		<updated>2015-01-12T02:04:10Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: To be added to the page, Dolphin
it&amp;#039;s a logo of the emulator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To be added to the page, Dolphin&lt;br /&gt;
it&amp;#039;s a logo of the emulator&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=GameCube&amp;diff=1357</id>
		<title>GameCube</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=GameCube&amp;diff=1357"/>
		<updated>2015-01-12T02:01:02Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: /* Common File Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GameCube.png|right|300px|link=]]&lt;br /&gt;
The GameCube is a console created by Nintendo in 2001. It is noted and praised for its quirky and innovative game library, and for its unique controller.&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
&lt;br /&gt;
The GameCube uses DVD-based technology, which generally would mean that files are visible from a disk through any standard ISO viewer or by inserting the DVD into your computer&amp;#039;s disk drive. However, Nintendo specifically designed their disk drives to read files in a unique manner, making the reading on GameCube game&amp;#039;s disks require a special piece of software. There are a number of tools available.&lt;br /&gt;
&lt;br /&gt;
===Dolphin===&lt;br /&gt;
It&amp;#039;s possible to read the files from a GameCube ISO through the Wii/GameCube emulator, Dolphin.&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.arc&amp;#039;&amp;#039;&amp;#039; (Model/Texture/Animation package)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.bnr&amp;#039;&amp;#039;&amp;#039; (Boot data)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.dsp&amp;#039;&amp;#039;&amp;#039; (Sound file)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.h4m&amp;#039;&amp;#039;&amp;#039; (Movie file)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.thp&amp;#039;&amp;#039;&amp;#039; (Movie file)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.bmd&amp;#039;&amp;#039;&amp;#039; (Model and Texture Package)&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
===Dolphin===&lt;br /&gt;
====Sprite/Texture Dumping====&lt;br /&gt;
Sprite/texture dumping in Dolphin is a very simple process. Here is how it&amp;#039;s done:&lt;br /&gt;
&lt;br /&gt;
# Launch Dolphin.&lt;br /&gt;
# Click on &amp;quot;Options&amp;quot;, and then &amp;quot;Graphics Settings&amp;quot; from the drop-down menu.&lt;br /&gt;
# In the Graphics Configuration window, click on the &amp;quot;Advanced&amp;quot; tab, then check the &amp;quot;Dump Textures&amp;quot; box.&lt;br /&gt;
# Close the window, then select and launch the game you want to rip from.&lt;br /&gt;
# Play up to the point that has the sprites or textures you want to rip. Once you get everything you need, close or pause the game.&lt;br /&gt;
# Now go to &amp;#039;&amp;#039;&amp;#039;Documents\Dolphin Emulator\Dump\Textures\[game ID]&amp;#039;&amp;#039;&amp;#039;. View files by Large Icons or Extra Large Icons, and sort by Date Modified. This will help you find what you need easier.&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = GameCube Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1354</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1354"/>
		<updated>2015-01-05T21:54:13Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: /* UVs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually suck.&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
===Bones===&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
&lt;br /&gt;
===Model Rip===&lt;br /&gt;
For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
&lt;br /&gt;
===UVs===&lt;br /&gt;
UV&amp;#039;s dictate what part of a texture is mapped onto the model.&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1353</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1353"/>
		<updated>2014-12-30T18:04:28Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: /* Model Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
===Bones===&lt;br /&gt;
A model can have bones in order to be animated easier. Though not necessary, it is a good option for the bones to be included, though the Models Resource only accepts the .dae format.&lt;br /&gt;
&lt;br /&gt;
===Model Format===&lt;br /&gt;
Though you can include multiple formats, you need to at least have one model exported as .obj or .dae.&lt;br /&gt;
&lt;br /&gt;
==The (Small) Model Icon==&lt;br /&gt;
Does the Small Icon show what the model is about? Is it 148x125? The Models Resource only allows the icon to be 148 by 125.&lt;br /&gt;
&lt;br /&gt;
==The (Big) Model Icon==&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be 750 by 650.&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1352</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1352"/>
		<updated>2014-12-30T18:01:25Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
===Bones===&lt;br /&gt;
A model can have bones in order to be animated easier. Though not necessary, it is a good option for the bones to be included, though the Models Resource only accepts the .dae format.&lt;br /&gt;
&lt;br /&gt;
===Model Format===&lt;br /&gt;
Though you can include multiple formats, you need to at least have a model exported as .obj or .dae.&lt;br /&gt;
&lt;br /&gt;
==The (Small) Model Icon==&lt;br /&gt;
Does the Small Icon show what the model is about? Is it 148x125? The Models Resource only allows the icon to be 148 by 125.&lt;br /&gt;
&lt;br /&gt;
==The (Big) Model Icon==&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be 750 by 650.&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1351</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1351"/>
		<updated>2014-12-30T17:16:03Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
===Bones===&lt;br /&gt;
A model can have bones in order to be animated easier. Though not necessary, it is a good option for the bones to be included, though the Models Resource only accepts the .dae format.&lt;br /&gt;
&lt;br /&gt;
==The (Small) Model Icon==&lt;br /&gt;
Does the Small Icon show what the model is about? Is it 148x125? The Models Resource only allows the icon to be 148 by 125.&lt;br /&gt;
&lt;br /&gt;
==The (Big) Model Icon==&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be 750 by 650.&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Sandbox&amp;diff=1350</id>
		<title>Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Sandbox&amp;diff=1350"/>
		<updated>2014-12-30T05:29:59Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a place where users can test edits and modify others&amp;#039; edits. Just sign your name after the edit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:400px&amp;quot;&amp;gt;&lt;br /&gt;
Testing collapsible text&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[User:ThatStruggleThough|ThatStruggleThough]] ([[User talk:ThatStruggleThough|talk]]) 00:29, 30 December 2014 (EST)&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Sandbox&amp;diff=1349</id>
		<title>Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Sandbox&amp;diff=1349"/>
		<updated>2014-12-30T05:29:29Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: Created page with &amp;quot;This is just a place where users can test edits and modify others&amp;#039; edits.  &amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:400px&amp;quot;&amp;gt; Testing collapsible text &amp;lt;/div&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a place where users can test edits and modify others&amp;#039; edits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:400px&amp;quot;&amp;gt;&lt;br /&gt;
Testing collapsible text&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1348</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1348"/>
		<updated>2014-12-30T05:19:14Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: /* The (Big) Model Icon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
==The (Small) Model Icon==&lt;br /&gt;
Does the Small Icon show what the model is about? Is it 148x125? The Models Resource only allows the icon to be 148 by 125.&lt;br /&gt;
&lt;br /&gt;
==The (Big) Model Icon==&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be 750 by 650.&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1347</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1347"/>
		<updated>2014-12-30T05:17:38Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: /* The (Small) Model Icon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
==The (Small) Model Icon==&lt;br /&gt;
Does the Small Icon show what the model is about? Is it 148x125? The Models Resource only allows the icon to be 148 by 125.&lt;br /&gt;
&lt;br /&gt;
==The (Big) Model Icon==&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1346</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=1346"/>
		<updated>2014-12-30T05:15:50Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: /* The Model */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
==The (Small) Model Icon==&lt;br /&gt;
==The (Big) Model Icon==&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1345</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1345"/>
		<updated>2014-12-30T05:10:35Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: /* Bones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually suck.&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
===Bones===&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
&lt;br /&gt;
===Model Rip===&lt;br /&gt;
For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
&lt;br /&gt;
===UVs===&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1344</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1344"/>
		<updated>2014-12-30T05:09:30Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: /* Rigging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually suck.&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
===Bones===&lt;br /&gt;
===Model Rip===&lt;br /&gt;
For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
&lt;br /&gt;
===UVs===&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=User:ThatStruggleThough&amp;diff=1342</id>
		<title>User:ThatStruggleThough</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=User:ThatStruggleThough&amp;diff=1342"/>
		<updated>2014-12-18T02:30:15Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: Created page with &amp;quot;I&amp;#039;m ThatStruggleThough. I rip mainly from Super Mario Galaxy :3&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&amp;#039;m ThatStruggleThough. I rip mainly from Super Mario Galaxy :3&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=1341</id>
		<title>Audacity</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=1341"/>
		<updated>2014-12-18T02:19:53Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--UnderDev--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;textbox float right grid width:35% align&amp;quot;&lt;br /&gt;
|+&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! Logo:&lt;br /&gt;
| [[File:Audacity_Page_Logo.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Type:&lt;br /&gt;
| Music Viewer/Editor/Computer Tool&lt;br /&gt;
|-&lt;br /&gt;
! Version:&lt;br /&gt;
| v2.0.6&lt;br /&gt;
|-&lt;br /&gt;
! Source Code:&lt;br /&gt;
| [http://audacity.sourceforge.net/download/source Source Code Page]&lt;br /&gt;
|-&lt;br /&gt;
! Download:&lt;br /&gt;
| [http://audacity.sourceforge.net/download/ Audacity Download Page]&lt;br /&gt;
|-&lt;br /&gt;
! Operating System:&lt;br /&gt;
| Linux, MacOSX, Windows&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Audacity is a free, open-source music/sound editor/viewer. It has many features, such as normalization, Equalization, and Echo. It has a very simple and intuitive GUI interface.&lt;br /&gt;
[[File:Windows_audacity_window.jpg|thumb|right|500px|Audacity open in Windows.]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Audacity can be used for a plethora of things, such as volume raising, and sound clipping. It can also open a good amount of file formats and export them as many different formats.&lt;br /&gt;
&lt;br /&gt;
== Plugins ==&lt;br /&gt;
Audacity can be extended to do other things, using plugins. It is very easy to add and use these plugins.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
To install the plugins, download a plugin that you like, and under the Installation directory, copy the plugin into the Plug-Ins folder.&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=1340</id>
		<title>Audacity</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=1340"/>
		<updated>2014-12-18T02:15:46Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;textbox float right grid width:35% align&amp;quot;&lt;br /&gt;
|+&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! Logo:&lt;br /&gt;
| [[File:Audacity_Page_Logo.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Type:&lt;br /&gt;
| Music Viewer/Editor/Computer Tool&lt;br /&gt;
|-&lt;br /&gt;
! Version:&lt;br /&gt;
| v2.0.6&lt;br /&gt;
|-&lt;br /&gt;
! Source Code:&lt;br /&gt;
| [http://audacity.sourceforge.net/download/source Source Code Page]&lt;br /&gt;
|-&lt;br /&gt;
! Download:&lt;br /&gt;
| [http://audacity.sourceforge.net/download/ Audacity Download Page]&lt;br /&gt;
|-&lt;br /&gt;
! Operating System:&lt;br /&gt;
| Linux, MacOSX, Windows&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Audacity is a free, open-source music/sound editor/viewer. It has many features, such as normalization, Equalization, and Echo. It has a very simple and intuitive GUI interface.&lt;br /&gt;
[[File:Windows_audacity_window.jpg|thumb|right|500px|Audacity open in Windows.]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Audacity can be used for a plethora of things, such as volume raising, and sound clipping. It can also open a good amount of file formats and export them as many different formats.&lt;br /&gt;
&lt;br /&gt;
== Plugins ==&lt;br /&gt;
Audacity can be extended to do other things, using plugins. It is very easy to add and use these plugins.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
To install the plugins, download a plugin that you like, and under the Installation directory, copy the plugin into the Plug-Ins folder.&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=1339</id>
		<title>Audacity</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=1339"/>
		<updated>2014-12-18T02:11:33Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;textbox float right grid width:35% align&amp;quot;&lt;br /&gt;
|+&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! Logo:&lt;br /&gt;
| [[File:Audacity_Page_Logo.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Type:&lt;br /&gt;
| Music Viewer/Editor/Computer Tool&lt;br /&gt;
|-&lt;br /&gt;
! Version:&lt;br /&gt;
| v2.0.6&lt;br /&gt;
|-&lt;br /&gt;
! Source Code:&lt;br /&gt;
| [http://audacity.sourceforge.net/download/source Source Code Page]&lt;br /&gt;
|-&lt;br /&gt;
! Download:&lt;br /&gt;
| [http://audacity.sourceforge.net/download/ Audacity Download Page]&lt;br /&gt;
|-&lt;br /&gt;
! Operating System:&lt;br /&gt;
| Linux, MacOSX, Windows&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Audacity is a free, open-source music/sound editor/viewer. It has many features, such as normalization, Equalization, and Echo. It has a very simple and intuitive GUI interface.&lt;br /&gt;
[[File:Windows_audacity_window.jpg|thumb|right|500px|Audacity open in Windows.]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Audacity can be used for a plethora of things, such as volume raising, and sound clipping. It can also open a good amount of file formats and export them as many different formats.&lt;br /&gt;
&lt;br /&gt;
== Plugins ==&lt;br /&gt;
Audacity can be extended to do other things, using plugins. It is very easy to add and use these plugins.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
To install the plugins, download a plugin that you like, and under the Installation directory, copy the plugin into the Plug-Ins folder.&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Windows_audacity_window.jpg&amp;diff=1338</id>
		<title>File:Windows audacity window.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Windows_audacity_window.jpg&amp;diff=1338"/>
		<updated>2014-12-18T02:01:12Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=1337</id>
		<title>Audacity</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=1337"/>
		<updated>2014-12-18T01:55:34Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;textbox float right grid width:35% align&amp;quot;&lt;br /&gt;
|+&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! Logo:&lt;br /&gt;
| [[File:Audacity_Page_Logo.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Type:&lt;br /&gt;
| Music Viewer/Editor/Computer Tool&lt;br /&gt;
|-&lt;br /&gt;
! Version:&lt;br /&gt;
| v2.0.6&lt;br /&gt;
|-&lt;br /&gt;
! Source Code:&lt;br /&gt;
| [http://audacity.sourceforge.net/download/source Source Code Page]&lt;br /&gt;
|-&lt;br /&gt;
! Download:&lt;br /&gt;
| [http://audacity.sourceforge.net/download/ Audacity Download Page]&lt;br /&gt;
|-&lt;br /&gt;
! Operating System:&lt;br /&gt;
| Linux, MacOSX, Windows&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Audacity is a free, open-source music/sound editor/viewer. It has many features, such as normalization, Equalization, and Echo. It has a very simple and intuitive GUI interface.&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=1336</id>
		<title>Audacity</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=1336"/>
		<updated>2014-12-18T01:53:24Z</updated>

		<summary type="html">&lt;p&gt;ThatStruggleThough: Created page with &amp;quot;{| class=&amp;quot;textbox float right grid width:35% align&amp;quot; |+&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039; ! Logo: | 200px |- ! Type: | Music Viewer/Editor/Computer Tool |- ! Ve...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;textbox float right grid width:35% align&amp;quot;&lt;br /&gt;
|+&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! Logo:&lt;br /&gt;
| [[File:Audacity_Page_Logo.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Type:&lt;br /&gt;
| Music Viewer/Editor/Computer Tool&lt;br /&gt;
|-&lt;br /&gt;
! Version:&lt;br /&gt;
| v2.0.6&lt;br /&gt;
|-&lt;br /&gt;
! Source Code:&lt;br /&gt;
| [http://audacity.sourceforge.net/download/source Source Code Page]&lt;br /&gt;
|-&lt;br /&gt;
! Download:&lt;br /&gt;
| [http://audacity.sourceforge.net/download/ Audacity Download Page]&lt;br /&gt;
|-&lt;br /&gt;
! Operating System:&lt;br /&gt;
| Linux, MacOSX, Windows&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ThatStruggleThough</name></author>
		
	</entry>
</feed>