#36880 - ymalik - Wed Mar 02, 2005 8:47 pm
Hello,
I am using gfx2gba v0.14 to convert my bitmaps into tile arrays. The pictures I am dealing with are 256x256 8 BPP. Here is a an image that I converted:
Number of tiles before optimization: 1024
Number of tiles after optimization: 0435
Saving tiled bitmap data to: images\32_33.raw.c ... ok
Saving map data to: images\32_33.map.c ... ok
and the tile image array looks like:
Unfortunately, this is more than 256 tiles and cannot fit into a char block. I converted the image into a 4 BPP image so I could have 512 tiles in a char block, and I get the following output from gfx2gba:
Reading: 32_33_2.bmp (256x256 pixel, 16 colors)
Number of tiles before optimization: 1024
Number of tiles after optimization: 0435
Saving tiled bitmap data to: 32_33_2.raw.c ... ok
Saving map data to: 32_33_2.map.c ... ok
Ok, no problem. But the tile array looks like:
But isn't that taking the same amout of memory as tiles that 8 BPP? Shouldn't it be something like 0x99, ..., making it half the size of the 8 BPP array?
Thanks,
Yasir
I am using gfx2gba v0.14 to convert my bitmaps into tile arrays. The pictures I am dealing with are 256x256 8 BPP. Here is a an image that I converted:
Number of tiles before optimization: 1024
Number of tiles after optimization: 0435
Saving tiled bitmap data to: images\32_33.raw.c ... ok
Saving map data to: images\32_33.map.c ... ok
and the tile image array looks like:
Code: |
const unsigned char 32_33_Tiles[27840] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, ... |
Unfortunately, this is more than 256 tiles and cannot fit into a char block. I converted the image into a 4 BPP image so I could have 512 tiles in a char block, and I get the following output from gfx2gba:
Reading: 32_33_2.bmp (256x256 pixel, 16 colors)
Number of tiles before optimization: 1024
Number of tiles after optimization: 0435
Saving tiled bitmap data to: 32_33_2.raw.c ... ok
Saving map data to: 32_33_2.map.c ... ok
Ok, no problem. But the tile array looks like:
Code: |
const unsigned char 32_33_2_Tiles[27840] = { 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x00, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x00, 0x00, 0x09, 0x09, 0x09, 0x09, 0x09, ... |
But isn't that taking the same amout of memory as tiles that 8 BPP? Shouldn't it be something like 0x99, ..., making it half the size of the 8 BPP array?
Thanks,
Yasir