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Forums > C64 Coding > Converting to sprites
2009-07-02 04:33
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Converting to sprites

Ok, so i have run into a problem.. hehe

I have 52 bmp pics, which are each the size of 2x2 C64 sprites.

So there's room for them all in 1 VIC bank..
Now problem is to convert them..

I tried Gang-Ed, but it only imports bmp as hires/mcol bitmap/char, and blows up the small image to fullscreen!

So i saved all the frames as a koala pr pic.. hahaha

Now i am stuck with 52 koala pics, that need to be transformed into 4 sprites each, bwahaha..

This is really silly..

What i really need is:

1) convert the 48x48 pixel bmp to 4 colors
2) convert this to 4 sprites

Is there an editor, where i can load bmp/gif into a sprite editor ? they have correct size, just need to be fixed to 4 cols.. which i can do with a batchconvert in thumbs plus (reduce nr of colors)

??

Thanks for any help!
2009-07-02 04:57
Scout

Registered: Dec 2002
Posts: 1568
Goodmorning.

7up Sprite Editor V2.0 might be interesting to look at.
Haven't got any actual experience with it but it might work for you.
Otherwise coding a small converter (in basic for example) is another option.
2009-07-02 06:34
JackAsser

Registered: Jun 2002
Posts: 1989
Just a silly notion Rambo, 48x48 requiers 6 sprites. Anyway graham has this native program that converts most into most. Check his profile and see if u can find it.
2009-07-02 07:12
Graham
Account closed

Registered: Dec 2002
Posts: 990
GFX Transformer ofcourse :)
2009-07-02 09:13
Ninja

Registered: Jan 2002
Posts: 404
If you are not afraid of C-sources, you can also check the C64-Tools from Cadaver's site. Or ask me. Or the usual suspects :)
2009-07-02 11:09
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Quote: Just a silly notion Rambo, 48x48 requiers 6 sprites. Anyway graham has this native program that converts most into most. Check his profile and see if u can find it.

shit, thats 312 sprites!
oh well, i guess i can skip some frames.. :)
2009-07-02 11:12
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Quote: GFX Transformer ofcourse :)

Using this, there remains the problem that the koala pics also have to be scaled down to fit into sprites..
2009-07-02 11:17
Graham
Account closed

Registered: Dec 2002
Posts: 990
Do it yourself (tm)
2009-07-02 11:18
Mirage

Registered: Jan 2003
Posts: 113
(Shameless plug)

Timanthes does sprite animations - You need one empty layer with the correct dimensions (48x63 in your case) that acts as a background and then add each new frame as a new layer (and flag all those layers as sprite layers)
If you want to see the animation run you will also have to add frames to the frames window and for each frame turn the relevant layers' visibility on or off.
On export timanthes will write out all the layers as one big sprite-data-block
2009-07-02 12:49
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Ok Mirage..

But i have never managed to save anything with timanthes, it always bugs on save coz of supposedly wrong dimensions or something..

I now have the bmp files in correct size: 48x42, so i tried them in 7up sprite ed, but it 1) switches d025/d027, even in single color mode, and 2) only way to get sprites is as asm, and it makes sprite 1+4 completely $AA, even when they have a bitpattern (content).. so this prog is defunct!

I will try to import in timanthes, and if i cant make it work in some days, i will try and send you the bmp files.. :)
2009-07-02 13:17
Oswald

Registered: Apr 2002
Posts: 5017
if it does not work try the native heigh-ho converter.
 
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