#13133 - dagamer34 - Sat Dec 06, 2003 1:30 am
I was going through the GBAJunkie tutorials and i have finally made it to tutorial 6, Tiled Modes (0-2). Now, i copied all of the code exactly and it worked!
The problem comes when i try to create my OWN maps. It seems whenever i try to convert my .pcx file it comes up with this "stringfailed to open pcx file". I know this is a valied .pcx file. It does give me data, but the problem is that it is junk. I look at the tile viewer and it is nothing like my tiles. Some help here?
The image converters i used are ImageForge (freeware) and 123 Graphic Converter (shareware) if that matters.
Tell me what you use to make .pcx files by the way so i know.
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Little kids and Playstation 2's don't mix. :(
#13136 - Miked0801 - Sat Dec 06, 2003 2:14 am
I'm not familiar with the tool, but I'd double check the bit-depth of your pcx image. If it's not 256 color indexed, I doubt it would work.
#13172 - dagamer34 - Sun Dec 07, 2003 3:21 am
I have changed my bit-depth to 8-bit (256 colors) and still no luck. It keeps printing that message i said before. Anyone else have an idea?
If anybody could just describe what you do when converting to a .pcx file, I might see my problem.
_________________
Little kids and Playstation 2's don't mix. :(
#13178 - Touchstone - Sun Dec 07, 2003 1:17 pm
Are you sure what you get is junk? Maybe it's a 16 vs. 256 color issue? The tiles have been created for 16 color use and you are trying to use them as 256 color tiles?
There are also two types of tilemaps, one with 16 bit indices and one with 8 bit indices. 16 bit for use with non-rotatable backgrounds and 8 bit for rotatable backgrounds.
I've written my own image converter that read PCX and SPR files and removes duplicate tiles for the tilebanks in either 16 or 256 color mode with either 8 or 16 bit tilemap indices. The sprite converter obviously doesn't optimize tiles nor does it produce a tilemap.
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You can't beat our meat
#13183 - dagamer34 - Sun Dec 07, 2003 5:53 pm
Could you tell me what you all use to make a .pcx file?
That might help some. And i checked my image and changed it to 256 colors, it still didn't work.
_________________
Little kids and Playstation 2's don't mix. :(
#13247 - dagamer34 - Wed Dec 10, 2003 12:16 am
Can no one answer my problem?? Do you not use tiled-mode??
_________________
Little kids and Playstation 2's don't mix. :(
#13253 - crossraleigh - Wed Dec 10, 2003 1:28 am
I think many of people here use tile modes; why that implies they use PCX files I don't know.
I use TileMax to convert images and edit maps. It doesn't support PCX, but it does support PNG, GIF, and JPEG. It allows you to edit you maps and tiles and export them to C code, object files, or anything else you write a plugin for.
#13258 - dagamer34 - Wed Dec 10, 2003 2:04 am
Can you send the program to me in a zip file (dagamer34@yahoo.com) because i don't have a program that opens a file with a "tar.gz" extension.
Thanks a lot.
_________________
Little kids and Playstation 2's don't mix. :(
#13262 - crossraleigh - Wed Dec 10, 2003 2:37 am
No. I can suggest getting a program to decompress *.tar.gz archives. Stuffit Expander and ZipItFast! are two GUI tools will decompress tarballs; but I use the traditional Unix tools tar and gzip. There are several ports to Windows; I use the W32 native port unxutils.
tar xvfz file.tar.gz from the command line expands file.
#13278 - mathieu - Wed Dec 10, 2003 4:46 pm
Winzip can also open .tar.gz files.