#13545 - cosmic4z - Tue Dec 16, 2003 3:27 pm
I'm going to put a FAQ page on my site (www.GBAtools.com).
For questions relating to my GBA map editor tool, Level Mapper.
So if anyone has used Level Mapper (and has any pressing questions) ... please please please ... either ask me on this thread or send me an E-Mail to support@gbatools.com.
Kind Regards,
Jamie Woodhouse
www.GBAtools.com
www.jamiewoodhouse.co.uk
#13557 - RaBBi - Tue Dec 16, 2003 6:43 pm
cosmic4z wrote: |
... please please please ... |
Hmm, Muse fan ? ^^
Anyway it's a great idea :)
I have just a little question for now: (I test but it initially didn't work)
Can I input a bmp that use a 256 colors palette (each 8x8 use only 16 colors) to TileGrabber and, when generated, it keeps the 16-color palettes order, and tiles are exported to 16 color each, and they use the right palette (if the 16-color palette used are only exported it would be really useful :) ) ?
Thank you ^^
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#13567 - cosmic4z - Wed Dec 17, 2003 12:44 am
RaBBi wrote: |
Can I input a bmp that use a 256 colors palette (each 8x8 use only 16 colors) to TileGrabber and, when generated, it keeps the 16-color palettes order, and tiles are exported to 16 color each, and they use the right palette (if the 16-color palette used are only exported it would be really useful :) ) ?
|
YES !!!! ... you can do that RaBBi.
Just set the tileset to be 16 colours in the config / text file for Tile Grabber ... ie. 'colours = 16'.
The bank number (0-15) for each 8x8 pixel tile will be encoded in the outputed tileset [.TS] file. You can also output the bank numbers as a pure binary data file.
Any errors are shown on the outputted diagnostic [.TGA] image.
For more details, please visit this link:
http://www.gbatools.com/docs_levelmapper/tilegrabber.htm#16colour
Does that answer your question RaBBi ?
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#13582 - RaBBi - Wed Dec 17, 2003 11:09 am
I'll try and answer you soon Jamie ^^
But it seems that could work, nevertheless, if the .TGA diagnostic reports errors, it would mean that it couldn't :)
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#13583 - cosmic4z - Wed Dec 17, 2003 11:58 am
RaBBi,
If the diagnostic .TGA output reports errors, it means :-
There were tiles (8*8 pixel areas) on the input tile bitmap, that used colours from 2 or more banks (ie. if a tile used colours 2 and 17).
16 colour tiles can only use colours from one bank (or you can use colour 0 as transparency).
Maybe you are looking for something to convert 256 colour or 24 bit images in to a 256 colour (16*16 colour palettes) image ?
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#13585 - RaBBi - Wed Dec 17, 2003 1:21 pm
By "it could'nt" I meant my attempt, not the diagnostic report ^^
In fact, I extract a 256-or-less BMP from a BG of a commercial game.
It's in 16 color mode, and tiles use 4-5 different palettes from the 16 loaded.
I extract the palette too, and assigned it to the BMP.
And I wanted to grab tiles on it with TilesGrabber so it keeps only the 4-5 used palette to form one (and banks if it can)
EDIT: after try, it doesn't work...
I'll link here the test folder, if you could look at ^^
http://www.yumeteam.net/gba/tilegrabber_test.rar
Thank you.
EDIT2: I think it's because some colors are in several palettes, so when I assign the palette to the BMP with Photoshop or PaintShop Pro, if a color is find on a tile pixel, the software affects the first it finds in the palette, I think...
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#13586 - yaustar - Wed Dec 17, 2003 2:44 pm
Is it possible for the map editor to output to a .h file?
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#13587 - Nessie - Wed Dec 17, 2003 3:05 pm
Yes, if you have a palette that has duplicated colors in various banks...say red (31,0,0) in bank 1 and 2, I think it' safe to say that most every art package out there is going to assign all red (31,0,0) pixels in your image to the first instance of that color in the palette, which is going to be in bank 1. This will therefore break the rules of using colours from only one 16 colour bank per 8x8 art tile.
#13588 - cosmic4z - Wed Dec 17, 2003 3:59 pm
Nessie wrote: |
Yes, if you have a palette that has duplicated colors in various banks...say red (31,0,0) in bank 1 and 2, I think it' safe to say that most every art package out there is going to assign all red (31,0,0) pixels in your image to the first instance of that color in the palette, which is going to be in bank 1. This will therefore break the rules of using colours from only one 16 colour bank per 8x8 art tile. |
I have a custom tool (Tile Quantizer) that will match each 8*8 pixel area to one of the 16 palettes.
You just need to try remaping the colours for each 8*8 pixel area, against the 16 palettes, until you get a match.
But like Nessie says, most art packages will just match to the first colour found.
I've got a bit more work to do on my Tile Quantizer. It will be available eventually (soon I hope).
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#13589 - cosmic4z - Wed Dec 17, 2003 4:03 pm
yaustar wrote: |
Is it possible for the map editor to output to a .h file? |
Not at the moment yaustar ...
I personally much prefer to work with just raw binary data. I think for bigger projects with lots of data items, it's much more manageable.
If I get enough requests for this I may do an export .H file thingy. It is likely to be one way though (ie. you can't import the .H file back in to Level Mapper).
It may be an option is to have another console (command line) app that will convert a .MAP or .TIL file in to .H files ...
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#13591 - RaBBi - Wed Dec 17, 2003 9:57 pm
Thanks all, that was that I thought...
This pic is the one hardest to use for me...all others games I ripped (just for test no for public demo) have a better logical use of palette...
So does anyone know a tool that type of tool (Tile Quantizer) in waiting that eventually Jamie release his one ?
Thank you ^^
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#13598 - cosmic4z - Thu Dec 18, 2003 12:49 am
Yes RaBBi ... there is an excellent tool here:
http://www.webtech.co.jp/eng/istudio/agb/index.html
You will need to be a licensed GBA developer and have a spare $1,600 to purchase a license ....
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#13599 - RaBBi - Thu Dec 18, 2003 1:27 am
Thanks Jamie, but it's too expensive for me and I'm not a GBA licensed developper...
Think I'll wait for your tool if you think you could release it one day ^^
EDIT: just to say that I'll try to code my own small tile quantizer, "small" means that it will deal only with what I expect it can do and it will suits my needs.
If I manage, sure that I'll release it ^^
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#13762 - cosmic4z - Mon Dec 22, 2003 1:50 pm
RaBBi ...
It gives you some idea how much professional level GBA asset creation tools cost !!.
I will release my other tools when donations for Level Mapper reach a certain level.
Waiting in the wings I have ...
Sprite Grabber.
Tile Quantizer.
Map Objects Editor.
File System.
I don't know ... people just don't like parting with cash *tut* *tut* smiles ...
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#13769 - Nessie - Mon Dec 22, 2003 4:32 pm
That's too bad. I guess everyone wants something for nothing?
Anyway, I could see that throwing out any kind of money for a bmp to .h tool would be ridiculous...it would not take much effort to code up such a tool from scratch in about a day (or less if you used some off-the shelf components).
Something like a level editing tool is a much different story. I'm guessing based on the complexity and functionality of your level editor that a 1000+ hours went into it? Maybe (probably?) more?
#13772 - cosmic4z - Mon Dec 22, 2003 5:06 pm
You're right there Nessie ...
In terms of complexity ... a big difference between a map editor and say a bmp2h tool.
Level Mapper was a serious investment of my time. I even created the GUI enviroment it runs under ... up from scratch (buttons ... menu system ... windows). I would say 1000's of hours work at least.
Still ... I am happy for other GBA developers to make use of it.
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#13775 - RaBBi - Mon Dec 22, 2003 6:09 pm
I hope you're not angry about me (I'm a little bit confused when english terms when I don't understand exactly what it means...) Jamie.
I'm not waiting to have tools for nothing.
The proof is that I try, with a little experience in app development (I'm a web developer), to write the quantizer tool which will help me in re-indexing pixels of ripped bmps from VBA in order to use them in LevelMapper ^^
But you said, and it's true, that doing that take a lot of time.
So, anyone, with a great dev experience, can't code all the tools he need.
It's why I'm searching for them first before trying to code them.
But if a tool really interest me, and is very useful for my projects, I'm ok for donations ^^
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#13778 - cosmic4z - Mon Dec 22, 2003 7:09 pm
Dear RaBBi,
Of course I am not angry with you :) ... hope I didn't give that impression.
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