mega-happy-sprite now has load bmp support

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sigflup
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mega-happy-sprite now has load bmp support

Post by sigflup » Wed Dec 05, 2012 9:58 pm

You can now load your 15-color bmps with mega-happy-spirte and have the pattern table optimized automatically.

Image

download it here

Chilly Willy
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Post by Chilly Willy » Wed Dec 05, 2012 10:09 pm

I noticed you haven't made an Ubuntu binary since 1.0.

Stef
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Post by Stef » Wed Dec 05, 2012 10:26 pm

Thanks :) What i like with this tool is that it's a complete graphic tool for the sega genesis and only for that ! Still i need to learn a bit how to use it efficiently, i guess it will arrive when i will really need to do some graphics ;)

sigflup
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Post by sigflup » Wed Dec 05, 2012 10:31 pm

Chilly Willy wrote:I noticed you haven't made an Ubuntu binary since 1.0.
Oh yeah, that's because I don't have the ubuntu vm anymore. It's kinda a pain to set up

Chilly Willy
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Post by Chilly Willy » Wed Dec 05, 2012 10:48 pm

sigflup wrote:
Chilly Willy wrote:I noticed you haven't made an Ubuntu binary since 1.0.
Oh yeah, that's because I don't have the ubuntu vm anymore. It's kinda a pain to set up
Yeah, I figured it was probably something like that. I'll just build it myself from the source. :D

Oerg866
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Post by Oerg866 » Thu Dec 06, 2012 5:09 pm

Hi sigflup is there any chance PITS might get a windows version too? :D

Oh and could you maybe add support for paletted image files that already have a palette that is fully rgb333 conformant?

would rock :D





(and maaaaybe in the distant future support for 31 color images with 2 pallettes)

tinctu
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Post by tinctu » Fri Dec 07, 2012 10:58 am

Is this SDL? Can you port it to WINDOW?

Chilly Willy
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Post by Chilly Willy » Fri Dec 07, 2012 6:40 pm

tinctu wrote:Is this SDL? Can you port it to WINDOW?
There's already a Windows binary on the download page... just click the Windows logo for the Windows version. :wink: :lol:

tinctu
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Post by tinctu » Sat Dec 08, 2012 12:21 am

Yay thanks! I was looking at Linux screenshot...

powerofrecall
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Post by powerofrecall » Sat Dec 08, 2012 2:34 am

sigflup when you say pattern table optimized, do you mean it'll cull out duplicated tiles in an imported bmp?

sega16
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Post by sega16 » Sat Dec 08, 2012 3:55 am

Wow nice work.
I had a similar idea but I have been procrastinating too much and thus you beat me though I never did mention it here.My program is alot different the goal is to store truecolor tiles so if the palette needs changing there is no graphics rework to be done. I am glad to see a variety of utilities as one program will always do something better than another.
Image

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Post by ammianus » Sat Dec 08, 2012 1:33 pm

Interesting stuff, productivity tools like this are always helpful to get the graphics into the games which for me seems like half the challenge.

sigflup
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Post by sigflup » Sun Dec 09, 2012 12:07 am

powerofrecall wrote:sigflup when you say pattern table optimized, do you mean it'll cull out duplicated tiles in an imported bmp?

It should. If you draw on it afterwards it'll leave unused patterns in the pattern table to be consumed later.

sigflup
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Post by sigflup » Sun Dec 09, 2012 12:07 am

sega16 wrote:Wow nice work.
I had a similar idea but I have been procrastinating too much and thus you beat me though I never did mention it here.My program is alot different the goal is to store truecolor tiles so if the palette needs changing there is no graphics rework to be done. I am glad to see a variety of utilities as one program will always do something better than another.
Image
wow! nice tool, sega 16!!

sega16
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Post by sega16 » Sun Dec 09, 2012 2:38 am

sigflup wrote:[wow! nice tool, sega 16!!
Same with you I really like your program. There are some awesome features.

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