#8091 - whodoo - Tue Jul 01, 2003 11:49 pm
Im makin a background(a sky)..with about 30 different colours.. how should I do to make this into a gba-image? for now Im pasting the image into PSP, saving it as 256 color and using pcx2gba.. but the background is getting so uggly, you cant se that it?s a sky it?s just some lines.. how should I do to get my pictures nicer? what program to use and so on
#8093 - whodoo - Wed Jul 02, 2003 12:06 am
and all the pcx/bmp2gba/sprite program will only take 256 color bitmaps..but when I do save my sky-tiles(eg in paint) as 256 colours bitmaps, only a few colours will remain and the result is not that beautiful to watch
#8094 - whodoo - Wed Jul 02, 2003 12:19 am
I got a bmp picture and I know that the gba supports the colours of it (screenshot from another game).. but when I try to convert this to 256 colors the result isnt that lucky.. but there are less than 256 colors but what program should I use to make my pcx-pictures?
#8095 - Ninja - Wed Jul 02, 2003 12:27 am
irfranview works wonders for me. Give it a try. It will convert to most image types for me, and I never really worry about the palette that much.
If you are having that much trouble, I think you are doing something seriously wrong. The image that you see in your original pcx or bmp file should be exactly what you see on the GBA.
#8100 - whodoo - Wed Jul 02, 2003 1:44 am
okey thanks
but if I wanna use two backgrounds..from two different bitmaps..how should I handle that since they must use the same palette...
#8101 - whodoo - Wed Jul 02, 2003 2:39 am
Ive downloaded infranview..and Ive past a bitmap..and I saved it as .pcx and tried to use pcx2gba but it didn?t work... pcx2gba could convert the file.. how should I do that?
#8113 - whodoo - Wed Jul 02, 2003 1:15 pm
I still dont get it to work.. Im saving a pictures as .bmp and then Im opening the image in for instance infranview, decreasing the colordepth into 256 colors, and saves as .pcx .. then I use pcx2gba or something but it wont read the file..
#8115 - djei-dot - Wed Jul 02, 2003 1:51 pm
What screen mode are you using? pcx2gba works for mode 4 only. If you want to use tile-based modes (they are the only ones that allow more than 1 bg), you need to split your image in tiles and build a tile map. Try pcx2sprite to split your image in tiles. However, I'm not sure if that will work because you will probably also need the tile map.
P.S.: Try also peebrain's gbAmp for your image conversions. The last version was posted on gbadev not a long time ago.
#8118 - whodoo - Wed Jul 02, 2003 2:07 pm
Im using mode1...and yes, I wanna make tilemaps..with pretty many different tiles..
#8120 - whodoo - Wed Jul 02, 2003 2:16 pm
I wanna fill the screen with a sky..so I got a 32x32 map.. and I use 20 different tiles (all in the same x-row areusing the same tile).. and the screen is 20 tiles height so it?s like
Tile 0 Tile 0 Tile 0 Tile 0 Tile 0 Tile 0 ...
Tile 1 Tile 1 Tile 1 Tile 1 Tile 1 Tile 1...
the images is a bmp file like this: 8x160
Tile 0
Tile 1
Tile 2
and after using infranview it says that the tiles are using about 50 colours..but when Im makin the map and display it on gba, it?s not Very uggly anymore but ugglier than I want it
#8122 - whodoo - Wed Jul 02, 2003 3:12 pm
okey I think I solved it..but got one more question..
if I wanna use tiles to draw a image..with different tiles everywhere..the tiledata will be bigger than 16 kb (each baseblock)..can I make one background use more than 256 tiles?..
#8123 - niltsair - Wed Jul 02, 2003 3:14 pm
Yes, the 4 base blocks are available (in 256colors). You just address them as if they were 1 big block.
#8126 - whodoo - Wed Jul 02, 2003 3:27 pm
but each background is pointing to one baseblock... so how can I use more than 16 kbytes of tiles in One background?
#8127 - niltsair - Wed Jul 02, 2003 3:41 pm
No, the base block are only there for you to set a starting address for each background. They can all share the same tiles, starting at base block 0 if you want.
It only allow you to store some tiles at 3 other starting positions than Block 0. This allow you to tell a background that the first tile is either 0, 256, 512, 768 and have your map still refer to them at Tile 0, 1, 2 starting form that position. (sorry if i'm a little unclear there)
Code: |
256colors tiles
BaseBlock FirstTile LastTile addressable
0 0 1023 0-1023
1 256 1023 0-767
2 512 1023 0-511
3 768 1023 0-255
|
This means that Tile 257 of Block 0 = Tile 1 of Block 1.
#8128 - whodoo - Wed Jul 02, 2003 3:55 pm
but since the maps are 8 bits, the highest value can be 256?... so I cant use block 0 tile 257..
#8129 - whodoo - Wed Jul 02, 2003 3:58 pm
(im using 8bits textbackgrounds)
#8131 - niltsair - Wed Jul 02, 2003 4:52 pm
No, a map entry is 16bits. Out of those, 10bits(0-1023) are used for the tile Id.
Don't mix up Tile and Map.
Tiles : 8x8 square that represent a small picture
Maps : 32x32, 32x64, 64x32, 64x64 rectangles that tell the screen which tiles to display at a given position.