#79008 - Fenderocker - Tue Apr 11, 2006 2:40 am
are there any alternatives to PCX2Sprite? like BMP2Sprite or something?
#79020 - tepples - Tue Apr 11, 2006 3:23 am
'gfx2gba' is one
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#79023 - gauauu - Tue Apr 11, 2006 3:35 am
I'm a fan of Cearn's (win)git
#79028 - sumiguchi - Tue Apr 11, 2006 4:27 am
I use gfx2gba and katie (http://www.console-dev.de/katie.html) Katie is very cool!
#79111 - thegamefreak0134 - Tue Apr 11, 2006 7:09 pm
You don't really want to use "bmp2sprite" of any kind. The reason we use PCX files is because you have control over the pallete, which is actually very important in the gba world. Sure, you can use a universal palette and tailor every sprite to that, but in the end your limiting yourself.
If youd like, I recommend you use usenti. (check out the TONC page for it.) This handy program will take any .bmp and open it in PCX format. (pallete and all.) It also supports a nifty copy and paste operation. Use paint and copy a file into a usenti document, and it uses the pallete already there, eliminating any confusion. You can handle 16x16 sprites with it quite well, and it has good pallete swaping operations, unlike a lot of big-company software products.
Of course, it can export the data, but for my own purposes I still prefer to use PCX2sprite, just cause I like the output format better. That's my own taste though...
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#79127 - tepples - Tue Apr 11, 2006 7:55 pm
thegamefreak0134 wrote: |
You don't really want to use "bmp2sprite" of any kind. The reason we use PCX files is because you have control over the pallete, which is actually very important in the gba world. |
What's the difference? The .bmp format also supports 16-color and 256-color indexed images.
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#79142 - Fenderocker - Tue Apr 11, 2006 9:06 pm
I guess I can stick with PCX2Sprite even though i don't really like Pcx files....
#79144 - sumiguchi - Tue Apr 11, 2006 9:20 pm
Quote: |
You don't really want to use "bmp2sprite" of any kind. The reason we use PCX files is because you have control over the pallete, which is actually very important in the gba world. Sure, you can use a universal palette and tailor every sprite to that, but in the end your limiting yourself. |
This is dead wrong (as per Tepples comment). You are probably trying to edit your bmp files with Paint or something equivelant which defaults you to the windows system pallete for 16 or 256 colors.
If you use The Gimp (free s/w) or Adobe Photoshop, you have complete control of your pallete for BMPs.
I personally prefer working with BMPs and have never had any problems using them in 16 or 256 color mode, with custom palletes.
#79282 - thegamefreak0134 - Wed Apr 12, 2006 6:03 pm
Quote: |
What's the difference? The .bmp format also supports 16-color and 256-color indexed images. |
... they do?
Gosh I hate microsoft for coming out with cheap things like paint... Oh well. I don't have an editor that supports it, so I guess thats why I use PCX. Disregard comment please! :-D
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#79450 - Cearn - Thu Apr 13, 2006 7:50 pm
thegamefreak0134 wrote: |
Of course, it [usenti] can export the data, but for my own purposes I still prefer to use PCX2sprite, just cause I like the output format better. That's my own taste though... |
Just out of curiousity, what do you find 'better' about it?
thegamefreak0134 wrote: |
tepples wrote: | What's the difference? The .bmp format also supports 16-color and 256-color indexed images. |
... they do?
Gosh I hate microsoft for coming out with cheap things like paint... Oh well. I don't have an editor that supports it, so I guess thats why I use PCX. Disregard comment please! :-D |
Actually, MS-Paint can also create 16 color bmps. Of course, you have no control over the palette, but it does support them.
#79991 - thegamefreak0134 - Mon Apr 17, 2006 11:57 pm
Quote: |
Just out of curiousity, what do you find 'better' about it? |
Well nothing really I guess. It's simple and to the point. I'm a simple minded guy, so...
I'm sure usenti can probably export a lot better, I'm just used to the other way and haven't got the motivation to change yet. I still use usenti for all of my graphics editing though.
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#79995 - Fenderocker - Tue Apr 18, 2006 12:17 am
hehe...tried out usenti and liked it....done with PCX 2SPrite
#80011 - gauauu - Tue Apr 18, 2006 2:15 am
Also, if you like Usenti (I'm a fan as well), the git program that Cearn made is a command line version of the usenti exporter, in case you later want to script those exports....
#82467 - SevenString - Sat May 06, 2006 6:34 pm
I'm a fan of katie as well:
*copy/paste from other thread*
Quote: |
I use katie to concatenate all of my data into a single raw file, and it automatically produces a resource header that gives you the proper offsets and sizes for that raw data.
You can choose to either link the katie generated ResourceData.o file directly with the code to produce a self-contained ROM image, or if you're using a GBAMP2 or similar piece of kit, you can set up your program to load the ResourceData.raw file dynamically using chism's FAT library.
The cool thing is that the resource header generated by katie can be used for both types of builds. The same offsets/sizes work with the data in your ROM, or as as offsets/sizes for FAT_fseek/FAT_fread calls as you access the ResourceData.raw file.
I have my own data IO wrapper functions set up so that IO requests automatically use that resource header data in the right way, depending on the type of build I have specified. I also have a specialized "free" function that actually frees the data if it was allocated and loaded from a FAT function, or does nothing if the data was originally returned as a pointer to a ROM location.
As a side note, I automatically generate both types of builds in my makefile so that I can always run on my PC with an emulator using the "ROM data" version, and run on my GBAMP2 using the "CF data" version.
Finally, be aware that I'm no expert on gba/nds data management. I haven't really felt the urge to investigate other similar tools because katie does what I need it to do quite nicely. There may be something out there that someone likes better, or that works better for their needs. Using katie is only my own personal choice. |
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