newbie creating genesis graphics
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Well, at least being able to output RLE for static backgrounds would be nice. Of course, you could always do better by using something like RNC on a "normal" background image.Fonzie wrote:Yeah. Like i said a bit before, better not bother about the 32x... Because each "new game" might have its own file format, size and compression. Top of that, all the drawing softwares already handle 256 paletized and 16bit true color... So...
Well, SEGA CD uses the Genesis VDP as it is... So, nothing different.
I didn't read all about 32x graphics, but the only interesting feature I see would only be export RLE encoded, as you people have already said. At least, at my point of view. If you want me to implement it, I need to know how 32x implements RLE conding...
Here's the plugin for Windows. Sorry my delay... I use Linux and I had to figure out how to compile from here to Windows. Please report any bugs and suggestions.
http://www.4shared.com/file/29914098/cc ... orter.html
This plugin allows you to prepare the image to megadrive format and save it.
On menu Filters appears an option Misc > Megadrive adjust: this will turn your image 16-bit colors (asks you if want to use a previously made palette or a new one from image) and crop your image to 8x8, 16x16 or 32x32 multiple size. Ctrl-Z works step-by-step (undo crop, undo colormap changes, etc.). If you think that's better undo all at once, please let me know.
In order to export it, save with ".smdi" extension. A dialog will appear asking some options before really save it.
It's impossible to load it back by now, and maybe never
Again, please report any bugs and suggestions. New feature requests as well
I didn't read all about 32x graphics, but the only interesting feature I see would only be export RLE encoded, as you people have already said. At least, at my point of view. If you want me to implement it, I need to know how 32x implements RLE conding...
Here's the plugin for Windows. Sorry my delay... I use Linux and I had to figure out how to compile from here to Windows. Please report any bugs and suggestions.
http://www.4shared.com/file/29914098/cc ... orter.html
This plugin allows you to prepare the image to megadrive format and save it.
On menu Filters appears an option Misc > Megadrive adjust: this will turn your image 16-bit colors (asks you if want to use a previously made palette or a new one from image) and crop your image to 8x8, 16x16 or 32x32 multiple size. Ctrl-Z works step-by-step (undo crop, undo colormap changes, etc.). If you think that's better undo all at once, please let me know.
In order to export it, save with ".smdi" extension. A dialog will appear asking some options before really save it.
It's impossible to load it back by now, and maybe never
Again, please report any bugs and suggestions. New feature requests as well
Well, half half.. The segacd have a rendering hardware... which render picture from RAM to RAM... This rendering hardware have several little stamping modes, one use a 2048*2048 map made of 32*32 (or 16*16, i don't remember) pixel tiles.Well, SEGA CD uses the Genesis VDP as it is... So, nothing different.
But.. haha who gonna use the segacd rendering hardware? Maybe in a contest?
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I'm working on a demo using it. When it's done, I'll be sure to post it here.Fonzie wrote:Well, half half.. The segacd have a rendering hardware... which render picture from RAM to RAM... This rendering hardware have several little stamping modes, one use a 2048*2048 map made of 32*32 (or 16*16, i don't remember) pixel tiles.Well, SEGA CD uses the Genesis VDP as it is... So, nothing different.
But.. haha who gonna use the segacd rendering hardware? Maybe in a contest?
Anywho, I can't test the plugin as I use linux. Any chance of a linux version of the plugin getting posted?
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oooops, it's been 3 weeks i tried to add one sprite to steff devkit without success
Fonzie tried to help me, but since he couldn't edit steff functions to handle char tiles, he gave up... always use asm to pad/store tiles he said
why no genesis image tools ouputs 32bit array for tiles... because, they always output unsigned char arrays... and the unsigned char is never padded to int inside the rom... so it sux
and how can i add a "*.s" with stef's compilator?
Thanks a lot for your help it's hard for a noob to dev in MD
Fonzie tried to help me, but since he couldn't edit steff functions to handle char tiles, he gave up... always use asm to pad/store tiles he said
why no genesis image tools ouputs 32bit array for tiles... because, they always output unsigned char arrays... and the unsigned char is never padded to int inside the rom... so it sux
and how can i add a "*.s" with stef's compilator?
Thanks a lot for your help it's hard for a noob to dev in MD
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What's the last version of Gimp that runs under Win98SE and can that plug in be used with that version ?
Mida sa loed ? Nagunii aru ei saa
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
Here you are, the last GTK+ version for Windows 98. I don't know if you must use this old version of GIMP, though.TmEE co.(TM) wrote:What's the last version of Gimp that runs under Win98SE and can that plug in be used with that version ?
http://gimp-win.sourceforge.net/old.html
As soon as I come to home, I'll compile my plugin for you, but I can't test it...
Please, add me on MSN Messeger or ICQ network, if you use it. I don't want to release the source code before it be "(dumb) bug free".Chilly Willy wrote:As I said, I would, but I need a linux plugin.
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TmEE co.(TM),
please test it.
Win98 version plugin (GTK+ 2.4)
New Windows (NT, XP, Vista) version plugin (GTK+ 2.6)
please test it.
Win98 version plugin (GTK+ 2.4)
New Windows (NT, XP, Vista) version plugin (GTK+ 2.6)
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Sorry, I uninstalled Gimp... didn't like it (or I couldn't find it suitable for pixel art)... I still prefer MS-Paint (you can all call me crazy now )... but I'll test that plugin anyway.
EDIT : Tested it, and works OK if the source image is 4-bit, otherwise you'll have "can't convert to 16-color image" error. And you should add such ASM saving format too that uses DC.Ls :
EDIT : Tested it, and works OK if the source image is 4-bit, otherwise you'll have "can't convert to 16-color image" error. And you should add such ASM saving format too that uses DC.Ls :
Code: Select all
DC.L $01234567 ; one line from a tile
Mida sa loed ? Nagunii aru ei saa
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
So, no way to add .s files (in a VERY simple way) to a Stef devkit project?
I ask that because I'm pretty embarrassed about explaining the things to some peoples when the difficulty is just to add few sprites to the rom (storing tiles in C program, as unpadded unsigned char, is just silly to me) ^^
Thx for the help, I suspect Bastien will give up soon.
I ask that because I'm pretty embarrassed about explaining the things to some peoples when the difficulty is just to add few sprites to the rom (storing tiles in C program, as unpadded unsigned char, is just silly to me) ^^
Thx for the help, I suspect Bastien will give up soon.