Comments (3)
Based on a discussion with Aria Hiroshi 64, there should be an easy solution to this:
- Import the PNG spritesheet into GIMP (or Glimse);
- Index the image to 4 colors;
- Change the color map colors (but without changing the color map order);
- Save the PNG.
At compile time, rgbgfx
will still use the color map in the order colors are declared, so it will still compile to the right 2bpp values.
(It seems this is how pokecrystal does it.)
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(It seems ImageMagik can also be used to convert the PNG to indexed, then to change the colors.)
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Check my pull request #260
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Related Issues (20)
- Regarding tilemap and attrmap encoding HOT 1
- Name the few unamed tilemaps HOT 3
- Label palettes pointer tables
- Convert palettes to RGB format
- Rename `Velocity` to `Speed` HOT 5
- Find what `LINK_MOTION_UNKNOWN_0A` is used for HOT 2
- Make Octorock / Octorok spelling consistent HOT 1
- Make data formats friendlier to external editors HOT 2
- Label palettes data HOT 4
- Document entities helper functions
- Rename 'cyclop key' to 'slime key' HOT 1
- Make WRAM shiftable
- Rename hMapId HOT 1
- Label dialog constants
- `convert_background.py` fails on `menu_file_selection_commands.tilemap.encoded` HOT 5
- Makefile: add targets for Debug builds HOT 1
- convert_background should ignore filler byte for game_over.tilemap
- Some gfx need to be processed
- Some palettes need to be converted
- Consider removing the `; $ADDR: $BY $TE` comments? HOT 6
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