#68607 - razialx - Thu Jan 26, 2006 12:41 am
I am trying to use gfx2gba to convert a sprite sheet I have made up into something useable. I am using HAM/HEL2 for development.
The problem is, when I use any setting other than -t8 I get garbage as my sprite output.
My image is 320x320, so its 10 x 10 sprites.
When I use -t8, my first sprite is made up of the top 16 8x8 blocks in the image, even (with HEL object created as a 32x32 sprite).
My string used to create image:
gfx2gba -t32 -c256 -fraw -ogfx -pcharacter.pal ./sourcegfx/character.bmp
My creation code
If anyone has any idea what I am doing wrong, please let me know. Thank you.
This is what I get displayed with -t32
[Images not permitted - Click here to view it]
The problem is, when I use any setting other than -t8 I get garbage as my sprite output.
My image is 320x320, so its 10 x 10 sprites.
When I use -t8, my first sprite is made up of the top 16 8x8 blocks in the image, even (with HEL object created as a 32x32 sprite).
My string used to create image:
gfx2gba -t32 -c256 -fraw -ogfx -pcharacter.pal ./sourcegfx/character.bmp
My creation code
Code: |
g_Handle = hel_ObjCreate( ResData(RES_CHARACTER_RAW), // Pointer to source graphic OBJ_SHAPE_SQUARE, // Obj Shape 2 , // Obj Size, 1 means 16x16 pixels, if Shape is set to SQUARE OBJ_MODE_NORMAL, // Obj Mode COLORS_256, // Use 256 color mode 0, // Palette number. Only neccessary in 16 color mode FALSE, // Don't use mosaic FALSE, // Don't flip the sprite vertically FALSE, // Don't flip the object horizontally 0, // Priority against background. 0=higest FALSE, // Don't make the object double-sized 50, // Destination horzintal screen coordinate in pixels 20 // Destination vertical screen coordinate in pixels ); |
If anyone has any idea what I am doing wrong, please let me know. Thank you.
This is what I get displayed with -t32
[Images not permitted - Click here to view it]