Comments (3)
So, this partially works. You can drop a .spr file onto the PNG import and it will try to read the file, but the maths really started to blow my brain:
ptr = (((i % 16) + 256 * ((i / 16) | 0)) % 4096) + 16 * ((i / 256) | 0)
I've managed to use it myself to copy the first 16 sprites from an older sprite sheet, but the maths goes bad after the next row.
I'll certainly get this in, because I've needed it too.
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It’s all about maths :) appreciate the work Remy
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I gave up on the maths and went for the simple solution (not realising it was there all along). You can now import 16x and 8x sprite sheets. They'll be rendered in a single column (so 16x1024 for a 16x sprite sheet) which looks a bit naff, but works.
I've also added support for copy over (rather than replace the target sprite) as well as pasting over (hold shift when pasting).
I realise this is way way after you wanted it, but I needed it (again) today so had a crack this evening and managed to solve it (it should be live shortly).
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Related Issues (20)
- Tilemap Default Tile HOT 1
- Sprite - Default Colour HOT 1
- Import Copy in offset bug HOT 1
- Feature: Tilemap a copy/paste of selected area
- Bug: 4bit sprites should be 128 HOT 1
- Map editor heigh in big maps
- Suggestions for making the tilemap/sprite tools the best for Spec next Users (multi layered tile maps) HOT 1
- Cannot set a different transparent colour than magenta
- ZX Spectrum “classic” editor HOT 1
- Usage Instructions: shift + cursor keys vs ctrl + shift + cursorkeys the wrong way around
- SPRITE import: remove "PLUS3" header
- 8x8 mode in the Sprite Editor - panning fails
- GDE Editor and Reader won't load .gde file
- txt2bas: Syntax Error on valid ZX BASIC statement
- txt2bas: Syntax Error on another valid ZX BASIC statement
- Image and font conversion: Preview Spectrum Next formats (.NXI, .SL2, .SLR): Please add Export as BMP HOT 2
- Tile Editor
- 4 bit sprites count HOT 4
- vs code extension - next basic 2.08 update HOT 4
- Sprite - Pan HOT 1
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