Search found 87 matches

by matthewnimmo
Thu Jan 12, 2023 9:29 pm
Forum: Tools
Topic: sixpack handling of palettes for multiple images?
Replies: 23
Views: 18807

Re: sixpack handling of palettes for multiple images?

Having to step back to step 2.b on a separate posting because i'm only allowed 3 screen shots attached per posting. 2) ... ... b) This option I'm going to use GIMP to create my sprites.bmp file and my sprite.bmp file. First I open up the original sprites.png file that I showed in asesprite (so no ne...
by matthewnimmo
Thu Jan 12, 2023 9:10 pm
Forum: Tools
Topic: sixpack handling of palettes for multiple images?
Replies: 23
Views: 18807

Re: sixpack handling of palettes for multiple images?

Ok, so now still in step 3, you have seen that i've edited the image.s file to include the sprite.bmp and the sprites.pal file. You also can see where i load up the palette and what that function looks like along with the drawsprite section as well. So below is what the screen looks like when i run ...
by matthewnimmo
Thu Jan 12, 2023 8:55 pm
Forum: Tools
Topic: sixpack handling of palettes for multiple images?
Replies: 23
Views: 18807

Re: sixpack handling of palettes for multiple images?

Continuation of Step 3: Changes are to the image.s file so that the rom see's where the images are at. 4.png Here is where I load up the palette and draw the sprite within code. Just in case i'm doing something squirrely here. I'm using a lot of aminnaus' code from earlier examples (which includes h...
by matthewnimmo
Thu Jan 12, 2023 8:39 pm
Forum: Tools
Topic: sixpack handling of palettes for multiple images?
Replies: 23
Views: 18807

Re: sixpack handling of palettes for multiple images?

Each time you quantize, it generates new colors. When you quantize for 256 colors, you're done if the images are for the 32X. There's no need to further quantize to fewer colors since everything is in the image when quantized to 256 colors. When you chop the big image up, you do nothing other than ...
by matthewnimmo
Wed Jan 11, 2023 10:58 pm
Forum: Tools
Topic: sixpack handling of palettes for multiple images?
Replies: 23
Views: 18807

Re: sixpack handling of palettes for multiple images?

Chop them up before compiling the rom. That way they use the least amount of space. When you combine all the images together into one, it's unlikely that it will all fit together into a nice rectangle. I tend to have gaps and parts sticking out this way and that... so I just chop them up into indiv...
by matthewnimmo
Tue Jan 10, 2023 3:30 am
Forum: Tools
Topic: sixpack handling of palettes for multiple images?
Replies: 23
Views: 18807

Re: sixpack handling of palettes for multiple images?

palref wants a palette file, not an image. It has the same format as the generated savepal file. For the first image, you want to not use palref so that it only uses the colors in the image, and save that palette using savepal. For the other images, you then load that palette file with palref, and ...
by matthewnimmo
Sat Jan 07, 2023 7:02 pm
Forum: Tools
Topic: sixpack handling of palettes for multiple images?
Replies: 23
Views: 18807

Re: sixpack handling of palettes for multiple images?

Ok, for the life of me, i cannot get this to work. I've got it compiled and if i use the basic functionality like the original sixpack then things work, but I cannot figure out what in the world ammianus is talking about (so i'm sure i'm just missing something on my end). Below is what i'm trying to...
by matthewnimmo
Thu Jan 05, 2023 5:25 pm
Forum: Tools
Topic: Issues building Chilly Willy's latest 32x toolchain
Replies: 1
Views: 12392

Issues building Chilly Willy's latest 32x toolchain

hello everyone: So, I'm trying to build chilly willy's latest http://gendev.spritesmind.net/forum/viewtopic.php?t=3024 Recently, it's been on windows using MinGW. According to all postings that i've seen thus far i should be able to do that. With both versions (9x and 12x gcc) I ultimately end up ge...
by matthewnimmo
Wed Jan 04, 2023 12:47 am
Forum: Tools
Topic: My current Sega MD/CD/32X devkit
Replies: 7
Views: 19293

Re: My current Sega MD/CD/32X devkit

For people having trouble compiling the toolchain, here's an archive of my /opt/toolchains/sega directory. It's about 500 MB, and expands to about 3GB. This is built for an AMD64 system running Ubuntu 20.04 (or a derivative like Xubuntu). https://drive.google.com/file/d/1wIORIXQnakgardczn7tjNtrvcSn...
by matthewnimmo
Mon Jun 28, 2021 2:56 pm
Forum: Super 32X
Topic: A Simple sprite Tutorial?
Replies: 5
Views: 12088

Re: A Simple sprite Tutorial?

Thank you both so much! I'm going to check out both:)
by matthewnimmo
Tue Jun 22, 2021 3:46 pm
Forum: Super 32X
Topic: A Simple sprite Tutorial?
Replies: 5
Views: 12088

Re: A Simple sprite Tutorial?

Thanks again for the reply and WOW on my part for just now seeing this many months later:(!! I am actively curious on how to do this. Maybe this is a better way to ask this. Is there an "example" of our to load an image? I'm guessing for me to make a "sprite" i'm going to have to load/unload a lot o...
by matthewnimmo
Tue Mar 09, 2021 11:19 pm
Forum: Super 32X
Topic: A Simple sprite Tutorial?
Replies: 5
Views: 12088

A Simple sprite Tutorial?

Guys: I'm obviously new to these forums; but definitely not new to the system nor development. I've done some searching and haven't quite found what i'm hoping to find (and maybe there's just not a good answer). Is there a simple Sprite tutorial out there? I see some game examples (which i'm very gr...