maxim-zhao / bmp2tile Goto Github PK
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License: MIT License
Converts images to Master System data formats
License: MIT License
as the 'use sprite palette' checkbox is useless with images that use both palettes, why don't make it work as a 'palette swap' option so that it will map first palette to sprites on hardware (instead of standard second palette)?
Probably it's just a change from ORing the use sprite palette bit to XORing it...
Caused by crappy behaviour of Delphi's ExtractStrings method
If I have multiple tilesets to be used at the same time, I may want to have a "blank" tile that they all share, so I can use arbitrary layouts. Adding a blank row at the top of the images can ensure that it is the first one. An option to discard this tile would allow the tiles to avoid duplicating it; an option to substitute it with another index would allow the tilemap to be correct for any blank tiles encountered.
Saving a tilemap with "in front of sprites" option checked (and possibly other options too!) in bin format actually saves completely ignoring that, but it's not ignored when saving the tilemap as a inc.
...and Happy New Year! :)
Utility does not work out of the box, that is confusing. I suggest to add raw data codec into it.
The Sega Master System supports up to 32 simultaneous colors for the background, but bmp2tile currently artificially restricts it to only 16.
It would be nice to have support for 32 simultaneous colors.
Since I don't think this is currently possible I marked this as a 'feature request'.
I would love if BMP2Tile could accept an image and an uncompressed binary tileset and generate the tilemap for the image using the provided tileset. Using this, one would be able to generate more images from the same shared tileset.
If I specify "tileoffset" between "savetiles" and "savetilemap" then it seems to cancel the de-duplication done up to that point.
To make it easier to implement support in PC viewers like the RECOIL library, it would be ideal to have a standardised binary format for the SMS images and export images on this format.
It can be very a simple VRAM dump, so support can be easily implemented on emulators too. And the format allows easy binary inclusion for game development. The INCBIN would only have to skip the header and the VDP registers tail.
Here goes a humble proposal:
The file extension could be .SBM, meaning "Sega Bitmap".
psrp is dependent on the .bin loader which was not officially released yet.
I don't know why, but since today I cannot build my project because bmp2tile.exe don't recognized compressors from dll.
I get the message below :
...\bmp2tile-0.61\gfxcomp_psgaiden.dll but found no compressors
The only things I have done since the last successful build is : Update Windows 10 x)
I don't understand what's going on it seems that the loading dll is not found
Command line utility does not display any help. Also the only way to find out what extension you need is looking into the compressors repo readme, that is not very handy. I suggest to add -h command line switch that displays help for the tool itself, and also query each plugin for the specific options/extension lists.
The tiles would be "global" but the tilemap could be exported for different parts in different chunks of data.
I'm working on the plug-in for the updated STMcompr format (that would just be the same with a 1-byte header containing the width of the tilemap) and I spent a few minutes wondering why I couldn't get the correct width of the tilemap in my STM compressor plugin.
Here's why:
Line 685 in 48299c5
How to reproduce the issue:
Open the inc file and notice that the output is a 6-bit RGB palette.
This palette is sadly unusable for Game Gear homebrew.
Notes:
Let's start saying I'm not really fond of this:
https://github.com/maxim-zhao/bmp2tile/blob/master/source/Unit1.pas#L785
but I understand why it's there.
The problem is that the colors in the palette tab are the original color from the image, not the colors that you're going to save in your data. As an example:
the 14th color (pink) turns white ($3f) but still appears pink up there. Probably updating the colors according to the generated data would help? I'm not really sure on how to workaround this tbh. :/
As the title said, a checkbox that makes a 4bpp palette stay as it is, even if unused colors are present in the image, would be very handy.
I guess adding another 'if' after
if tilesColumn.PixelFormat=pf4bit then
which simply does
h=15
if the said checkbox is checked should be everything needed.
Thanks!
I'm checking how this works under Linux (with Wine).
The program starts, looks good, can load images, does convert them fine.
When you press 'save' though, on Tiles or Tilemap tab, you can only choose 'Include files (*.inc)' type, which I believe means that the program didn't load any of the plugins (DLLs) are present in his directory.
Any idea how to fix that?
Thanks!
I've create a 4bpp image with this Palette using Grpahic Gale FreeEdition:
Lasts 9 colors are unused, but i need them for share with other tiles...
When I use Bitmap2Tile the palette is reading from color usage instead of Internal Image Palette:
So the generated Palette isn't the same as the image have.
In both success and error cases, the image file seems locked by the GUI as other applications cannot save the file again after BMP2TIle GUI loaded it.
e.g. allow saving tiles more than once
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