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PostPosted: Mon Feb 23, 2015 5:07 am 
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The reason is I need this for SNES graphics testing... after that I can convert GB to SNES with the utility BPP++ 2.1 by Alcaro from SMWCentral and do anything I want with it, but doing it manually ain't gonna cut it...

So, Do they already exist? and if not, can someone do some magic?

Must be compatible with Windows XP-7-8, I'm using 7 (64-bit), and Sorry, NO DOS. (Can be multiplatform, example: Windows-Linux-Mac Compatible!)

EDIT: Post #666, :twisted:

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PostPosted: Mon Feb 23, 2015 5:12 am 
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No but I think I'd be a dozen of lines of code at worst, you can create your own.


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PostPosted: Mon Feb 23, 2015 5:27 am 
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That's ok, I tried talking to the author about it and he seems to be busy right now, because it looks like there's an event he is involved in!

BPP++ May get an update soon otherwise!

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PostPosted: Wed Feb 25, 2015 10:40 pm 
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I believe in YY-CHR, you can copy the tiles onto the clipboard, switch to Gameboy format, then paste it back in. Tile Molester also can probably do it too, I haven't used it in a while.


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PostPosted: Thu Feb 26, 2015 12:59 am 
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I was under the impression that NES and GB had the exact same CHR format: 2bpp planar, d7 leftmost;
LSB line 1, MSB line 1, LSB line 2, etc.

I'm curious what needs converting?


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PostPosted: Thu Feb 26, 2015 1:15 am 
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On the NES, the bitplanes are separated by 8 bytes. On the GB, they're only separated by 1 byte.

The "only" difference is ABCDEFGHIJKLMNOP vs AIBJCKDLEMFNGOHP


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PostPosted: Thu Feb 26, 2015 1:30 am 
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Oh, thanks, sorry. That I built tiles in a hex editor confused me on that front (as then the left 8 bytes are the LSB, and the right 8 MSB)...of a whole tile, rather than a sliver.


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PostPosted: Fri Feb 27, 2015 2:17 am 
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I would use YY-CHR, but my fingers start giving me the slip after getting tired...

Let's say that I wanted auto support instead, Currently no such utility has auto conversion support for NES <-> 2BPP GB/SNES format conversion, so I either would program something (which even in C/C++ is too much for me), wait for a response from the author of BPP++, or be S.O.L. (So-Outta-Luck).

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PostPosted: Fri Feb 27, 2015 6:35 am 
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Since GB tiles have to be copied to RAM manually, couldn't you simply store the tiles using NES format in the ROM and fix the byte order when copying them to RAM?


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PostPosted: Sun Apr 05, 2015 7:48 pm 
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lidnariq wrote:
On the NES, the bitplanes are separated by 8 bytes. On the GB, they're only separated by 1 byte.

The "only" difference is ABCDEFGHIJKLMNOP vs AIBJCKDLEMFNGOHP


GB format is better for software effects.


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PostPosted: Tue Apr 07, 2015 11:05 am 
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Memblers wrote:
I believe in YY-CHR, you can copy the tiles onto the clipboard, switch to Gameboy format, then paste it back in. Tile Molester also can probably do it too, I haven't used it in a while.


Right. That's exactly what I did when I ripped SMAS tiles to my FDS hack in Homebrew. (Recoloring may be necessary though but at least it works.)


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