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Forums > C64 Coding > Standard image format?
2015-05-22 08:44
ChristopherJam

Registered: Aug 2004
Posts: 1409
Standard image format?

Are their any file formats around that are commonly used for moving c64 images between various tools that explicitly specify c64 palette indices?

The .gifs and paletted .pngs I've seen often have palettes in a random order, that don't necessarily have all 16 c64 colours in their table anyway, and both those and 24 bit screencaps tend to use one of several different palettes (pepto, godot etc). On top of that, screencaps frequently have their aspect ratio 'fixed', so many of the pixels are blends anyway.

I know there are a few graphics mode specific formats like .kla around, but I'm looking for something a bit more general purpose that doesn't make assumptions about how it will be displayed.
2015-05-22 09:19
Oswald

Registered: Apr 2002
Posts: 5094
I think there's no such format.

But I'd use native format for "moving images across tools" since it is more transparent, than converting 24bit colors back and forth while messing with palettes.
2015-05-22 09:26
ilesj

Registered: Jun 2012
Posts: 27
Not that I know of. Managing the palette is a bit of a hassle, but once you have the colors set up, exchanging bitmaps between programs gets easier. I use pepto colors arranged in C64 palette order. Depending on application I use gif/png and even bmp, since some tools don't support any other formats for importing.

Many graphics editors allows you to arrange and edit the palette, or load a palette from preset/file. Making use of that you can get the palette in correct order and include the missing colors, for example.

With pepto palette and C64 palette order, most of the time exchanging bitmaps between works fine.

An exchange format would be nice, but not very useful until several tools would support it.
2015-05-22 12:25
MagerValp

Registered: Dec 2001
Posts: 1078
I always use a standard PNG with C64 palette order, ignoring RGB values. For MC I typically just skip every 2nd pixel in the converter code.
2015-05-22 13:45
Mr. SID

Registered: Jan 2003
Posts: 424
I never use paletted files, but only 24bit PNGs.
I have a piece of python code that finds all colors and uses a bit of fuzzy matching to assign them to C64 color indices. I've never seen it fail on an image, except where it had more than 16 colors.
2015-05-22 14:11
chatGPZ

Registered: Dec 2001
Posts: 11386
i just use bmp with a fixed palette.

for a palette independent format, you could use the 4bit godot format.... which is very uncommon outside godot however :=) (BUT it supports even pictures > 320x200 iirc)
2015-05-22 19:59
soci

Registered: Sep 2003
Posts: 480
Quote: i just use bmp with a fixed palette.

for a palette independent format, you could use the 4bit godot format.... which is very uncommon outside godot however :=) (BUT it supports even pictures > 320x200 iirc)


That's interesting. So how does the godot format support different sizes?
2015-05-22 20:22
chatGPZ

Registered: Dec 2001
Posts: 11386
iirc its organized in 8x8 tiles and you can have any number of them
2015-05-22 23:28
soci

Registered: Sep 2003
Posts: 480
Godot pictures are fixed at 40x25. But if Godot clips would have been mentioned then I'd not wonder ;)
2015-05-22 23:42
chatGPZ

Registered: Dec 2001
Posts: 11386
ah yes! "clips", thats what i was thinking of, i guess :)
2015-05-23 04:50
ChristopherJam

Registered: Aug 2004
Posts: 1409
Looks like I'll be sticking with pepto pngs for now. Thanks all.
 
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