Comments (1)
There is no asset management in the devkit. The only tool available is titletool.py. You give it one gif whose size is a multiple of 16x16 pixels, and it converts it into a series of 16x16 tiles which can then be accessed by the hardware during rendering. Once you have your raw data chopped into blocks of 16x16 tiles, you can concatenate all your files to build the C-ROM of your cartridge. As there is no asset management per se, you need to record manually the offset of each tile in the C-ROM to configure the hardware graphics chip for rendering it on screen.
Have a look at https://github.com/dciabrin/ngdevkit-examples, there are a couple of examples that precisely cover your questions regarding sprite rendering, animated sprites rendering, background rendering.
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Related Issues (20)
- Linux compilation instructions: Ubuntu readline package name change HOT 1
- Deferred VBL routines, audio, and then some more HOT 4
- Address error HOT 1
- Packaging of ngdevkit-toolchain is broken for sdcc HOT 1
- deb packages are broken in launchpad for Jammy 22.04 HOT 1
- pip3 install pygame HOT 3
- SDCC no longer builds in MSYS2
- Tracker music support for ngdevkit? HOT 2
- GnGeo compatible with MAME? HOT 6
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- MSYS2 pacman 404s when trying to download ngdevkit repo database HOT 7
- Move MSYS2 CI builds to one branch per sub-project HOT 1
- Clean nightly tags in msys2-ngdevkit repository after new commits/builds
- Update ngdevkit docs to use the new ucrt64 packages HOT 1
- rpm rebuild workflow in COPR HOT 1
- PyGame may load palette .png incorrectly, which breaks ngdevkit tools
- Games no longer work in MAME HOT 3
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