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mega-happy-sprite now has load bmp support

Posted: Wed Dec 05, 2012 9:58 pm
by sigflup
You can now load your 15-color bmps with mega-happy-spirte and have the pattern table optimized automatically.

Image

download it here

Posted: Wed Dec 05, 2012 10:09 pm
by Chilly Willy
I noticed you haven't made an Ubuntu binary since 1.0.

Posted: Wed Dec 05, 2012 10:26 pm
by Stef
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 ;)

Posted: Wed Dec 05, 2012 10:31 pm
by sigflup
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

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

Posted: Thu Dec 06, 2012 5:09 pm
by Oerg866
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)

Posted: Fri Dec 07, 2012 10:58 am
by tinctu
Is this SDL? Can you port it to WINDOW?

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

Posted: Sat Dec 08, 2012 12:21 am
by tinctu
Yay thanks! I was looking at Linux screenshot...

Posted: Sat Dec 08, 2012 2:34 am
by powerofrecall
sigflup when you say pattern table optimized, do you mean it'll cull out duplicated tiles in an imported bmp?

Posted: Sat Dec 08, 2012 3:55 am
by sega16
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

Posted: Sat Dec 08, 2012 1:33 pm
by ammianus
Interesting stuff, productivity tools like this are always helpful to get the graphics into the games which for me seems like half the challenge.

Posted: Sun Dec 09, 2012 12:07 am
by sigflup
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.

Posted: Sun Dec 09, 2012 12:07 am
by sigflup
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!!

Posted: Sun Dec 09, 2012 2:38 am
by sega16
sigflup wrote:[wow! nice tool, sega 16!!
Same with you I really like your program. There are some awesome features.