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 Post subject: Graphics
PostPosted: Mon Nov 14, 2005 12:44 pm 
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I've tried raw2chr and bmp2nes and they never work for me. Probably because I can't find any graphics software that will save in a 2 bit colour format. I even found software that would save in interleaved raw data from but never in 2 bits form. Any ideas? If I can't find anything, I'll code something that will take a .bmp with 4 colour bits but only 4 distinct colours and convert it into a .chr (interleaved 2 bitplane 8 pixel/2 byte graphics format). Does anybody know of any windows or DOS software that will import/draw and save to a 2 bit bitmap or a 2 bit colour interleaved RAW format? Thanks for any help.


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PostPosted: Mon Nov 14, 2005 1:48 pm 
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Location: NE Indiana, USA (NTSC)
I've been working on something called "bmp2tiles" that takes an indexed image and turns it into tiles for any of several formats (1-bit, NES, GB, SNES, Genesis, GBA, etc), but I haven't yet had a chance to make a proper package of it. Want it?


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PostPosted: Mon Nov 14, 2005 5:46 pm 
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For converting graphics I've had alright luck using Tile Molester and Tile Layer Pro.


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 Post subject: Graphics
PostPosted: Mon Nov 14, 2005 8:24 pm 
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Hi, thanks for your replies. I didn't realize Tile Molester was such a powerful program. It looks like it will be just what I needed. Tepples: I would be happy to try your program if you want to send it to me.


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PostPosted: Tue Nov 15, 2005 5:49 am 
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I always use YY-CHR for all my graphics needs :)
works excellent both for nes and snes

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PostPosted: Tue Nov 15, 2005 11:35 am 
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YY-CHR is the best! Without a doubt (in my mind) the best graphics editor for the NES out there! Okay, now let's not get in a debate where everyone's like: "No, Tile editor pro is the best" then "No, Tile molester is the best" then "No, YY-CHR is the best", because I really really hate when people debate about useless crap! I think YY-CHR is the best! If you don't! Deal with it! Sorry, I've just seen too many really long threads on sites where people debate about useless crap, then there's that one person who's like, "Can't we all just get along?" and it's the cheesiest thing I've ever seen! Just don't start debates, and you'll be fine! Okay, I'm done.


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PostPosted: Tue Nov 15, 2005 1:42 pm 
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Location: NE Indiana, USA (NTSC)
If you're creating a new console program from scratch (as opposed to CHR hacking a commercial title), then the best console graphics editor is any bitmap editor you darn well please followed by a conversion to the console's native format. Using a command line converter lets this happen automagically whenever you change the bitmap, thanks to the power of GNU Make.


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PostPosted: Thu Nov 17, 2005 1:08 pm 
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Location: NE Indiana, USA (NTSC)
BUMP: I've released bmp2tiles.

http://www.pineight.com/pc/#bmp2tiles


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PostPosted: Fri Nov 18, 2005 10:57 am 
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Location: Chexbres, VD, Switzerland
Doesn't seems to work good... I just got random pixels in output file.

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PostPosted: Fri Nov 18, 2005 12:31 pm 
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I use a program I wrote a while ago:
http://www.nesstuff.kit.net/nestc.jpg

You have to change the extension from JPG to RAR, my server won't take RAR files so I had to rename the file.

It is very simple, it is not an editing APP, it just does the conversion. I figured out it was a waste of time trying to write a nice image editing GUI, wich can be really hard, when there are nicer tools around. In my program you can only open a BMP, pick 4 colors from it and then convert to the NES format. There are some limitations, if I remember correctly, like the BMP file must have dimensions multiple of 8 pixels, since it will be converted to 8x8 tiles.

tepples's program seems very nice. I'll check it out at home.


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PostPosted: Fri Nov 18, 2005 1:26 pm 
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Bregalad wrote:
Doesn't seems to work good... I just got random pixels in output file.

Are you sure you used a 4-color indexed bitmap and that you specified -b nes? The proper command line looks like this:
Code:
bmp2tiles -b nes tst.bmp tst.chr


Oh, and "nestc" isn't really all that trustable, as a lot of sites used "nestc" as the file name for some obsolete emulator that I don't need to mention here.


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PostPosted: Fri Nov 18, 2005 1:31 pm 
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Ah, so in both cases, the bitmap should already be 4 colors ? Sorry, I was thinking the conversion to 4 colors would be done in the programm, if so it is probably my fault.
Tokumaru's programm is pretty cool, because you can still convert an image with more colors using more layers easily, by picking colors.

Edit : The best by all, and the most usefull, would be to have a programm showing the list of all different colors used in the BMP file, and each one would be manually pointing to one of the four NES colours. So an image doesn't need previous conversions, anyone can easily design two or three layers/attributes aeras to allow more depht, and the thing is still done by hand, so you won't have bad result as in Tile Layer / Tile Molester.

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PostPosted: Fri Nov 18, 2005 2:13 pm 
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I'll try these programs sometime.

I'd still like to see a gfx converter for my crazy FAU format. The one that alternates between changing one palette entry and one attribute byte every scanline. I bet that's a little hard to write, I wonder how stuff would look with it though.


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PostPosted: Sat Nov 19, 2005 2:33 pm 
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Bregalad wrote:
Tokumaru's programm is pretty cool, because you can still convert an image with more colors using more layers easily, by picking colors.

Yeah, sometimes I do that. Colors you don't pick turn into 0's, allowing for you to pick groups of colors separatelly. The problem is that you'll have to rename the image for that, as the program always saves the CHR with the same name as the BMP. The program is far from perfect, but for converting stuff for original games it works great. It is less complicated then most command line app's.

In fact I wrote a command line DOS converter long before I wrote this one. It's the crappy bmp2nes that's on the nesdev page, when I used the name "q7h1460". That one only reads 8-bit BMP's and you must use the first 4 indexes. Not easy to get that right without complex image editing software. Since I draw most my stuff in mspaint, I needed another converter.


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PostPosted: Sat Nov 19, 2005 2:47 pm 
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Memblers wrote:
I'd still like to see a gfx converter for my crazy FAU format. The one that alternates between changing one palette entry and one attribute byte every scanline. I bet that's a little hard to write, I wonder how stuff would look with it though.


I think I never heard of it. Seems pretty interesting. Is that all that's possible to do during HBlank? Change 1 palette entry and one attribute byte? What would be a practical use for changing the attribute byte? Wouldn't it be beter to change 2 or more palette entries? If they are consecutive, would it be possible to change a full palette (4 colors)?

How does it work? After changing the stuff you have to set up $2005 and $2006 again? If we could change a full palette every scanline, that would kick ass!

Has this been discussed before? Could you point me to that discussion? I vaguely remember that...

I'd like to know more about this format... I'd be interested in writing a tool to convert to such a format, that allows the NES to show more beautifull images.


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