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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!
 
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2013-01-22 20:03
Magnar

Registered: Aug 2009
Posts: 61
Got it to work by using lots of "for" statements.

However, the coloring is totally wrong. I would expect the LoadPicture with the list of added color values to be a search pattern through the GIF file and then arrange the multicolor byte in return according the order of the color array input.

Say, in the GIF; if I have $ff0000 as background, and I specify bgcolor=$ff0000 as first value, I would expect it to come into the sprite as the first value.

Now, it isn't and also it doesnt take all colors into consideration either. I lose the 3rd color in the convert process somehow.. Anyone? :)

Source:


.macro LoadSpriteFromPicture( filename, bgcolor, color0, color1, color2 ) {

.var picture = LoadPicture( filename, List().add(bgcolor, color0, color1, color2 ) )

.for (var y = 0; y <21; y++){
.for (var x = 0; x <3; x++){
.byte picture.getMulticolorByte(x,y)
}
}
.for (var y = 0; y <21; y++){
.for (var x = 3; x <6; x++){
.byte picture.getMulticolorByte(x,y)
}
}
.for (var y = 22; y <42; y++){
.for (var x = 0; x <3; x++){
.byte picture.getMulticolorByte(x,y)
}
}
.for (var y = 22; y <42; y++){
.for (var x = 3; x <6; x++){
.byte picture.getMulticolorByte(x,y)
}
}
.for (var y = 42; y <63; y++){
.for (var x = 0; x <3; x++){
.byte picture.getMulticolorByte(x,y)
}
}
.for (var y = 42; y <63; y++){
.for (var x = 3; x <6; x++){
.byte picture.getMulticolorByte(x,y)
}
}
2013-01-22 21:19
Burglar

Registered: Dec 2004
Posts: 1101
argh yes, what cruzer said ;) (serves me right by using a too large png that wouldnt give errors anyway, doh facepalm)

2013-01-22 22:06
Cruzer

Registered: Dec 2001
Posts: 1048
Finally someone listens :D
2013-01-22 22:28
Magnar

Registered: Aug 2009
Posts: 61
Guys, now you are both my heroes! :) I'll put down some serious greetz and credits to both of you for helping! THX!

2013-01-23 06:37
spider-j

Registered: Oct 2004
Posts: 498
Mh, this looks all too complicated for me. Should be easy to put this into two lines in a shell (or cmd if you are on windows).
1. Crop sprites from source bmp with ImageMagick
2. convert with bmp2sprite
2013-01-23 08:16
Bitbreaker

Registered: Oct 2002
Posts: 508
Gimp can export .spr as well. Also, somehow i don't get it why to introduce tools implemented as assembler-specific macros. A tool for all that is written in any language with a few lines of code in case. In my youth i drew sprites on quad paper and added the pixel values by mental arithmetic. Don't be such pussies and IDE-users :-)
2013-01-23 08:54
Magnar

Registered: Aug 2009
Posts: 61
Quote: Gimp can export .spr as well. Also, somehow i don't get it why to introduce tools implemented as assembler-specific macros. A tool for all that is written in any language with a few lines of code in case. In my youth i drew sprites on quad paper and added the pixel values by mental arithmetic. Don't be such pussies and IDE-users :-)

First of all, thanks a lot to Burglar and Cruzer for nice and precise answers to the convert question I raised here in the "C64 Coding" forum.

As response to, "Also, somehow I don't get it why to introduce tools implemented as assembler-specific macros".

To me, just a few rows of code in Kickasm for converting GIFs to sprites was the most easy and spot on solution.

I know a little about programming languages, but I dont know a lot or all languages or how to operate tools others written in various operation systems (linux/windows), programming languages (java, c++, Python, Pearl etc) in order to tweak them to work in specific ways. Therefore, I am extremely grateful for the responses I got drilled down to something I can at least on a half-decent level understand and finally operate with results as success. :)

However, we all work in mysterious and different ways, which means that something that works for me might not work for you.

Peace!
2013-01-23 10:37
Cruzer

Registered: Dec 2001
Posts: 1048
You're welcome, Magnar! About the "you're doing it wrong" discussion...

What I like about using an asm script:
- It's easy to change if your gfx needs to be located in some non-standard way that a tool doesn't support.
- It's easy to update the gfx. Just draw on the PNG and the gfx will be imported the next time you assemble the code.
- No need to install a tool for every purpose

What I don't like:
- Slow for heavy tasks
- Language is too simple for complex tasks

So for heavy/complex tasks I'm now using a Java plugin for KickAss. But yeah, the more ways of accomplishing something, the better I guess.
2013-01-23 10:51
Burglar

Registered: Dec 2004
Posts: 1101
you're welcome magnar ;)

for me its pretty much the same as Cruzer. my Makefile has proper dependencies setup, so that I can just edit a png (or whatever) and run make.
and that's all I need to do to build a new d64, zero other steps required. and that speeds up my development process considerably.

but yes, using kickass to convert graphics on the fly is pretty slow (4-5 sec for a full bitmap pic), but since it only needs to do it once per picture it's fine really.

@spider, everybody should use what they like most and fits their needs. there is no 1 solution that is best in all cases.

but in magnar's case he'd have to copy/paste/save/convert 78 (3*2*13) times and then link the result, every time the graphics is updated. sounds like a mind-numbing chore to me ;)
2013-01-23 10:51
chatGPZ

Registered: Dec 2001
Posts: 11386
"It's easy to update the gfx. Just draw on the PNG and the gfx will be imported the next time you assemble the code."
reading things like that scares me - ever heard of makefiles? /o\
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