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Forums > C64 Coding > Converting GFX question
2023-03-09 08:56
CreaMD

Registered: Dec 2001
Posts: 3075
Converting GFX question

Asking for friend. Quote follows:
---
Morning! Does anyone of you please know a Window C64 converter that would not do any processing and just save data in C64 format?

What's my problem: I prepared a 4-color (so that I can convert to multicolor sprites) picture in Gimp and then ran it through a converter, which decided to just add a 5th color. 🤦‍♂️
---

Thank you for quick help everybody.
 
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2023-03-14 20:22
Burglar

Registered: Dec 2004
Posts: 1137
do you remember a time when you turned on your computer, all you got was a basic prompt? :P
2023-03-14 22:12
TheRyk

Registered: Mar 2009
Posts: 2468
If you don't like command lines, use batches
- not that this really makes a hell of a difference :D
2023-03-14 22:13
hedning

Registered: Mar 2009
Posts: 4802
Refusing to learn stuff is just lazy. Of course it's easier to demand a dragndrop thing than to spend 5 minutes learning how to use command prompt things. But cmon. It's not rocket science. I don't buy the "fact" that someone is completely unabled to use or learn how to use a command prompt. Except for my dad. Actually he should not be allowed to own a computer at all.
2023-03-15 12:22
Oswald

Registered: Apr 2002
Posts: 5126
Quote: Quoting Wotnau
As it looks like it needs command line input, I won't be able to use it (see my post on use case and user above), but if someone more PC literate finds this thread later, it may serve them just great. :)
Come on, what's so hard about using the command line to run a program with a few simple options? :)


ask anyone who tried to compile your loader and failed =)
2023-03-15 12:36
Krill

Registered: Apr 2002
Posts: 3083
Quoting Oswald
ask anyone who tried to compile your loader and failed =)
Strawman argument. Using a precompiled tool like Burglar's has a lot fewer likely breaking points than building something yourself. =)

(Besides, some people were quite delighted how easy building the loader is once you have the dependencies in place and know how those standard tools like make etc. work. =D)
2023-03-15 15:40
Oswald

Registered: Apr 2002
Posts: 5126
Quote: Quoting Oswald
ask anyone who tried to compile your loader and failed =)
Strawman argument. Using a precompiled tool like Burglar's has a lot fewer likely breaking points than building something yourself. =)

(Besides, some people were quite delighted how easy building the loader is once you have the dependencies in place and know how those standard tools like make etc. work. =D)


nope, thats not a strawman. also that it needs a precompiled tool and dependencies and learning make just proves my point. its not about saying your loader sucks, I view it as one of the biggest achievment of mankind, just showing how complicated CLI can be.
2023-03-15 17:08
Jetboy

Registered: Jul 2006
Posts: 357
They can be complicated, but it's not the case this time.
What triggers me are people who ask for help, and when they get it they start to moan that they won't use it because some stupid excuse.
2023-03-15 17:10
chatGPZ

Registered: Dec 2001
Posts: 11510
Quote:
just showing how complicated CLI can be.

LOL. Supposed coders and their fear of commandlines.
2023-03-15 18:13
Burglar

Registered: Dec 2004
Posts: 1137
Quoting Oswald
.. that it needs a precompiled tool and dependencies and learning make just proves my point..
You are mixing things up. png2prg 1.2 is the precompiled tool that will run an any OS, it has literally zero dependencies, it's static binary.
Just run "png2prg.exe bla.png" and you will get a bla.prg with the gfx data (koala, hires, chars or sprites).

For compiling Krilllloader, you need dependencies installed, not to be compared with a simple gfx converter.

jeugd 1 - burg 1 (hijacking thread succeeded;)
2023-03-15 19:44
Cruzer

Registered: Dec 2001
Posts: 1049
Quote:
Supposed coders and their fear of commandlines.
Using commandlines != coding though.
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